PDA

View Full Version : Lightwave: Animated Zbrush Animation?


Julez4001
09-05-2007, 03:32 PM
Are there any links to animated characters (or deformable objects) movies/avi/wmv/mpegs that have been Zbrush-ed/MudBox-ed and is weighting around in the 600,000+ to 1 million in polygonal size ?


Anybody experienced any pitfalls or render management snafus using Lightwave?

ranhell
09-05-2007, 08:36 PM
Ive Been Trying To Work On One But Have Been To Busy......let Me Know If You Find Anything Please.....

Julez4001
09-05-2007, 10:01 PM
Besides a few stills , all the other apps have topics/threads rovering aboud displacement - zbrushed animations but Lightwave got nada. There is this problem where models in Zbrush do not look as good as their Lightwave rendered counterparts. its this app common (like in Modo, Max, maya, XSI) or just Lightwave. if so, why?

Carm3D
09-05-2007, 11:26 PM
I'm making one right now. I doubt it's a million polygons tho.

Raw LW:
http://www.carm3d.net/Sculpt.JPG

Post ZBrush:
http://www.carm3d.net/Sculpt4.JPG

Then surfacing in LW:
http://www.carm3d.net/Sculpt05.JPG

The animation will show the sculpture getting cleaned
Sculpt.MP4 (http://www.carm3d.net/Sculpt.MP4) (950kb)

HarverdGrad
09-06-2007, 12:00 AM
I'm making one right now. I doubt it's a million polygons tho.

The animation will show the sculpture getting cleaned
Sculpt.MP4 (http://www.carm3d.net/Sculpt.MP4) (950kb)

Such a cool clip! :thumbsup:

Carm3D
09-06-2007, 01:02 AM
Thanks HarverdGrad :)

ranhell
09-06-2007, 02:06 AM
thanks for shareing Carm3D nice is that actual geometry or is that a displacement map you made in Zbrush???

Carm3D
09-06-2007, 02:15 AM
It's Lightwave geometry with a displacement map from ZBrush. That was the point of this thread, right? :p

artstorm
09-06-2007, 11:59 AM
I have also animated a ZBrush creature in LightWave recently. I haven't put any animation online yet though, but I can confirm that in the end it worked just fine without any real problems. I rendered the animation with the ZBrush displacement and I used around 700k polygons.

The only reason I didn't use more polys is that LightWave chokes on me when I go up to a bit over 1million polys. No matter if it's a still or animation (At least with that particular model, as I wanted 2mil polys to reach my ZBrush level).

I have 2gb, and I heard something about 64bit LightWave with 2gb can take up to 5-7 million polys without problems. Anyone know anything about that? In my mind is 2gb is 2gb no matter if the cpu can address 32 or 64 bit memory space, but 64 bit LightWave might just have so much better memoryhandling?

Julez4001
09-06-2007, 01:24 PM
Carm, Art

Did you guys create your own custom UVs or did you use Zbrush auto features?


How do you initially set that in Zbrush to use your UVmaps?

artstorm
09-06-2007, 01:31 PM
It happens that I use ZBrush GUV tiles, but mainly when I just want to try something out. They work excellent in LightWave, but the layout is not very artist friendly. And as I usually want to do additional tweaks afterwards in Photoshop. That is when I also do the texture painting in ZBrush.
So mainly I do the UV layout in Lightwave first. ZBrush recognise the UV's automatically when you import an object, as long as you don't overwrite them with ZBrush generated UV's. ZBrush can only handle one UV map per object AFAIK.

HowardM
09-06-2007, 01:33 PM
look at Carm go! :D
nice stuff dude...

ranhell
09-06-2007, 03:12 PM
I must be doing something wrong. I'll add some details in zbrush and export the object, open it back up in modeler with 900,000 polys not really what I wanted I just want the displacement maps I have not really figured that out yet....

artstorm
09-06-2007, 03:20 PM
ranhell: You need to bring your geometry back to subdivision level 1 before exporting the geometry from ZBrush.

Julez4001
09-06-2007, 03:43 PM
1. load object in Zbrush
2. set a morph target and cpature it at subdiv 1
3. then you can go up level 2,3,4....
when you are ready to go back to LW
4. set div back to 1
5. restore the original model
6. export displacement/normal maps
7. Save obj if you had zbrush create its own uvs, if not..use your object you previous loaded


then in lw layout
load obj-save .lwo (or not according to .7)
add displacement maps/normal maps nodes/textures
render

artstorm
09-06-2007, 03:59 PM
I just want to chip in a small addition to Julez guide. If you keep your original LightWave object and use other brushes than the standard brush to just push and pull vertices the displacement may not work 100% properly in LightWave.

I like to use the complete array of brushes ZBrush has to offer and sometimes make quite big changes to the object, so therefore I prefer to export the mesh back as an .obj from ZBrush so I get all changes in the lowest level exported as well.

In the end, it's all a matter of how you use ZBrush I guess. I have come into the habit to do much of my "modeling" there as well, as it's so intuitive.

ranhell
09-06-2007, 05:42 PM
Sub division levels That’s the part I’m missing or just don’t get. I’m a little dense from time to time but I’m ok with that.......:)

Carm3D
09-06-2007, 06:00 PM
Carm, Art

Did you guys create your own custom UVs or did you use Zbrush auto features?


How do you initially set that in Zbrush to use your UVmaps?

As for me, I purchased Silo2 and I use it's sexy realtime UV unwrapping tools.

So this is the order I've been using lately:

1. Model in LW.

2. Export to obj

3. Load into Silo and make UVs

4. Save obj

5. Load new obj into LW and set up poly selection parts, as well as reference the UV map in the surface editor (no image requred). Save as lwo and obj

6. Displace & texture (if necessary) in ZBrush

I have yet to export an obj from ZBrush. I just load the latest .lwo and bring in the Zbrush-generated displacement and/or texture maps. ZBrush just uses the UV map that Silo made automatically. I didn't have to tell it to use it. I think as of 3.x, ZBrush doesn't even use your UVs until the very last step.. Weather painting or displacing... The data is all stored in some native internal way and only when you go to export as one kind of map or another does it touch the UVs.

look at Carm go! :)
nice stuff dude...

Thanks Howard. :)

svintaj
09-06-2007, 06:51 PM
I create the UV's in Blender, it has a good unwrap tool and it's free!:thumbsup:
Z-Brush auto UV's is nice but it always creates small errors on the UV-edges, I don't know how to remove them on 16 bits maps, but for 8 bit color textures you can use the magic "Fix Seam" button who removes the errors.

/ Svante

Julez4001
09-06-2007, 06:59 PM
Ranhell, go to my tutorial section and pull Chris quick guide for a better explanation, its old and for messiah but the Zbrush stuff will help.


It seems the consensus is that one would use their own custom built UVs and therefore they do not get the crazy seams or lines "out of the blue" causing horrible configured objects.
I think you also have to have an object scaled correctly. Has anyone had an object over 20 m come out okay. I try to keep mine between 1-2 m no matter what I am working on.

Any LW<>Zbrush GUV/AUV Tile Gurus out there, that may have an alternative outlook?

bearfoot
09-07-2007, 07:24 AM
hi everyone


as far as i could tell the Lightwave displacement engine is now way better since the introduction of nodes but you do have to be a skilled Zbrush user to get the most out of it..

the GUV and AUV tiles in Zbrush is great but when u reload your model you do find that the UV maps are unusable for anything else..

i normally create my UV maps using UNFOLD3d , it seems eveyone has there own way..
that way i can create my displacements and load my obj back into LW then export my eps of the UV map to create a colour map, this is due my lacking of skills in Zbrush but its just my preffered work flow

cheers

Carm3D
09-07-2007, 02:59 PM
It seems the consensus is that one would use their own custom built UVs and therefore they do not get the crazy seams or lines "out of the blue" causing horrible configured objects.

When I used ZBrush2, I would still get a seam along the edge of my custom UV's edges. But for 3, it's been perfect so far.

PerfectLine
09-07-2007, 06:09 PM
Hey Julez.

I did both a mudbox and Zbrush test in Lightwave.

The post was moved in Newtek forums from the 9.2 gallery to here.

http://www.newtek.com/forums/showthread.php?t=68483&highlight=mudboxed

At render time the polygons got up to a million or so.

Lightwave can do mudbox and zbrush displacements but its tricky to set up.

There are a few still from mudbox at first and then a quick and sloppy zbrush 3 test with animation later in the thread which get readily critiqued by Oddity because my topology and anatomy aren't really correct.

Anyways here are my recommendations for anyone trying to get the mudbox>lw or Zb.LW going.

1. Try to make the general mesh of your character pretty close to the shape of your final output. If you try to start with a sphere and then add horns and wings you will have a very difficult time getting that to work at displacement time. YOu need to have the general shape modeled before attempting displacement.

2. When you finish your model make your own UVs. Do not use zbrush's auv/guv tiling. Its endless trouble and when you see all the neat images in teh ZB/Mbox forums that are rendered in other apps you will find that they made thier own UV maps.

I make my own UVs in Modo as opposed to Lightwave but Lightwave is capable. Force yourself to learn how to unwrap UV maps. Its a must have skillset if you want to make really nice displacements.

3. Learn as much as you can about Mudbox and Zbrush. There are great tutorials for Zbrush here by Canned mushrooms. Sign up to Veoh and watch 1-10 at least and go higher for advanced skill sets.

http://www.veoh.com/videos/v1028702mxfdKPFz

It will take you awhile to get through them but you will be much happier with your skill set.

http://www.veoh.com/videos/v1028702mxfdKPFz

4. When you finally get to using your ZB/MBox work in Lightwave I highly recommend using displacements for general shape and normal maps for details together. This is the way these apps where meeant to be used and in the case of Zbrush learn color painting as well.

I am only mediocre in this skill set and have learned alot so far and have kept at it for a few months. I am hoping by the end of 2007 I can make a top row quiality image at pixologic.

Julez4001
09-07-2007, 06:46 PM
Thank you PerfectLine.

Has anyone used the "use bump map" feature in the displacement panel during thier Zbrush/Mudbox travels? Does it improve the look of your displacements and normal maps?

And just want to say Thanks to all who have participated in the thread so far, I am betting that even the lurkers are enjoying the information that is being passed through.

ranhell
09-11-2007, 04:22 AM
not to get off track here but dose any one use real flow with lightwave? i've seen some real wicked stuff with it.

Carm3D
09-11-2007, 05:02 AM
Yeah I used it once.. One of my home page anims was done with RealFlow.

Julez4001
09-11-2007, 11:53 AM
To sort of get back on topic, here I used Modo UV tools to create my uvmaps. I have to say that was one of the painless process I have ever went through when dealing with with UV maps. I've heard that UVs were *easy* in Modo but dang! And you are talking to "mr. lightwave uv-clumsy-man" here.


I used UV unfold at first and it laid the face polys out okay enough but the cylindrical style (without the morph to center face trick" work best for the face and atlas for the ears, but you wondering well "u could have done that in lw" ..... well..then goes uvcopy. I wa sable to copy uv maps and join them to my pleasure. Also a big helper is the red indicators to let me no when Polys were overlapping. That made quite a difference.

http://img486.imageshack.us/img486/5919/uvshotso9.jpg (http://imageshack.us/)



Okay, does anyone think the polys ae laid out even enough for Zbrush or Mudbox or should I get back to modeling.




Sidenote, I would love to create a lockdown pipeline for chaarcter generation using tools that LW haven't finesse in years or have capability: Zbrush, Modo and maybe even replacing XSI for messiah incharacter animation tools. All bringing it back to Lightwave for lighting, shading, rendering and general aniamtion application. Anyone doing this already.
Seems like multiple app is the way to go these days.

ranhell
09-11-2007, 03:34 PM
do some detailing in zbrush all ready lets see....

Carm3D
09-11-2007, 06:08 PM
Okay, does anyone think the polys ae laid out even enough for Zbrush or Mudbox or should I get back to modeling.

I hear that ZBrush does not like tris very much. You have two tris next to eachother at the top center of his neck that could be merged into a quad. Other than that it looks fine... You say nothing is overlapping.

Me personally, I would modify the UVs to make the face take up porportionately more space than say, the back of his head. This way the parts that are going to be scrutinized the most get the most resolution. If Modo's UV tools are anything like Silo2's, it should be easy to pull and stretch the UVs en masse so the real estate favors the face.

PerfectLine
09-11-2007, 11:31 PM
Great to see you using modo Julez!

Now, I would echo the sentiment that the face polygon area may need to use up more real estate then say the neck area or the back of the head.

If you want fine details in the nose or eye areas ry to make them use up more area.

It depends on where you want the detail. Currently it looks like you have a really nice general UV map that should distribute pixels evenly and besides the tris (which can be tricky in zbrush) I'd say its at least good enough for a test into Zbrush/Mbox.

If your using modo 301 you may even just want to sculpt there as its very capable.

Well, I'm excited to see what the results are. :D

Let us know if you can get the nodal displacements working right. They are tricky. They can look all wrong if not set up right but with a little work they will produce what you need.

Julez4001
09-12-2007, 05:50 AM
Well its in LW Layout and its looking really bad, I post images later but this is always the discouraging part I must say. Trying to go over my checklist before I present.

SIGH**

PerfectLine
09-12-2007, 06:32 AM
Don't worry Julez, We'll get it settled.

When you apply the displacement nodes it will always look wrong. The nodes' values need to be setup based on the scale of the model.

Your UV map was correctly set up so I bet it just needs some nodal tweaking and things will be fine.

First off, did you flip the image vertically before bringing it into Lightwave?

Second. You can not really use the regular displacement. You need to use nodal displacements.

Once you get the nodal displacement set up you will need to tweak the multiply and subtract values to get the correct distances.

Carm3D
09-12-2007, 08:01 AM
If you want to upload your scene file I can look at your displacement node setup. Objects and images not required.

Julez4001
09-12-2007, 11:36 AM
I appreciate the assist and believe me I think other people are benefiting who ever havent the time for diagnosis or just quickly get frustrated, even though Steve Warner have done a hell of a job going through the process but I think its so many steps that people just get bewildered.


Anyway lets go through it.\

http://img363.imageshack.us/img363/7466/displacewrongxo9.jpg
The top of the head and the bottom are the first red flags but also this object just seems wobbly for some reason.

Its display resolution is 10. And set to "after Bones"
The object is about 800 mm wide.

Julez4001
09-12-2007, 11:44 AM
Just so there is no confusion, yes I changed my prior UV map (in a effort to make the face part bigger) and they may be the issue for the top/bottom fringes but why the over object is very wobbly? I mean I didn't touch the ear section and look at the above image.



http://img510.imageshack.us/img510/9373/baduvwj9.jpg

Julez4001
09-12-2007, 11:56 AM
I haved any finer details just basic big shape deformations.
Here's the Zbrush area:
I know LW and Zbrush will not be exact duplicates but at this rate, it ain't in the ball park.


http://img408.imageshack.us/img408/7720/zguigs5.jpg

Sil3
09-12-2007, 12:42 PM
Just so there is no confusion, yes I changed my prior UV map (in a effort to make the face part bigger) and they may be the issue for the top/bottom fringes but why the over object is very wobbly? I mean I didn't touch the ear section and look at the above image.




Only be talking about the Uvs, since I dont have LW 9 I dont know the settings to make it render Displacements from ZB/Mudbox...

Something happened to the Ear, if you look closely to the previous UV you made and this one, you will see the UVs for the Ear are not the same, something moved.

This last UV is also not very "well placed" also, try not to stick to the UV borders, always leave some minor room so Uvs wont touch their limits, and just for tests, do a single Island UV for the Head, even if some areas will get less pixels than they should.

When you manage to get the Displace working on a single Island UV, then you can start breaking the UVs into specific Islands so the Face for instance will get more pixels.

Are you making the Uvs inside LW? Have you tryed this FREE tool :

Roadkill UV Tool

http://www.pullin-shapes.co.uk/page8.htm

It as several versions, Standalone, Maya plugin and Xsi plugin, its the same code as the Blender UV unwraper, so if you already have Blender they are the same.

You can also use the GUV and AUV Uv options from ZB instead, not made to do work after, but at least they wont stretch since each poly is an Island

Tama
09-12-2007, 02:08 PM
You should fix your uv layout as some of it looks to be extending past the boundaries.
Are you sure that you don't have overlapping UV's? I found that sending a lightwave created model witrh UVs over to Modo allowed me to see a number of overlapping UVs that I wasn't seeing in Lightwave's UV layout view.

Lower the displacement factor a bit and try comparing to the Zbrush version using an actual LW render.

What is your subd level set to? Might be set a bit low also.

ranhell
09-12-2007, 03:34 PM
I thought it was just two node to apply the map, looks good in z brush whats up in lightwave
but this is what its all about is the path to make it work.....

PerfectLine
09-12-2007, 03:56 PM
Hey Julez, you are on the right track.

There are a few simple mistakes in this layout as I can now see from your image.

As I can see from the layout view of your model UVs the top of the head has very little space on the UV and some of it is even reaching out beyond the top of the 1.0 co-ordinate as well as the left 0.0 co-ordinate.

This would explain the top of the head having strange errors.

The best way to check if you have a nice UV map is to put a UV image on your mocel before exporting for work in ZB/Mbox.

http://cglink.co.kr/zb/data/pds_ss/UV.Grid.jpg

Put this image in the UV color map and render out your model with no displacements.

When you look at the render you will see how well the pixels are distributed.

You could check it in modo and then when you have the UV color map on you can adjust the UVs and see how they affect the pixels in the OpenGL.

Check this image.

http://www.kurvstudios.com/images/uvn_test-heads.jpg

See how the different layout effects the image's grid distribution.

You look at grid to make sure you are getting enough pixel date in the areas you want.

Here is my model... UV'd

http://img110.imageshack.us/img110/8598/uvjj1.jpg

In the final render you can see that the back of his head detail is kind of blurry due to less amount of pixelspace for the UV.

http://img529.imageshack.us/img529/4910/alien9si6.jpg

biliousfrog
09-12-2007, 05:55 PM
Personally, I've always used the Zbrush UV's. There used to be the seam problems but they've been worked out for a long time now. The advantage of the ZBrush GUV/AUV system is that you don't get the stretching issues that always arise from creating the map yourself & you needn't spend time unwrapping, just model & get it into ZBrush. I also use the exported OBJ from ZBrush as the base mesh is often distorted a little during the sculpting process.

Here's some old stuff that I was playing with on the spinquad forum:

http://www.spinquad.com/forums/attachment.php?attachmentid=14651&d=1137445685 (http://www.spinquad.com/forums/showthread.php?t=9640&highlight=zbrush)

http://www.spinquad.com/forums/attachment.php?attachmentid=14723&d=1137604745

http://www.spinquad.com/forums/attachment.php?attachmentid=14736&d=1137674409

ranhell
09-12-2007, 05:55 PM
hey thats nice....now i need to do that....

PerfectLine
09-12-2007, 06:23 PM
Personally, I've always used the Zbrush UV's.

You can use Zbrush AUV/GUV tiles but I never seem to get great results from them.

They work but never put the detail where i need it which is why I recommend learning UV mapping. Its an essential skill in professional character creation in Hollywood.

PerfectLine
09-13-2007, 04:12 PM
Any new tests Julez?

I wanna see... :buttrock:

Carm3D
09-13-2007, 08:35 PM
You know Jules if the only problem areas are the top of the head and the base of the neck, you can create a weightmap and multiply the weightmap by the scalar output of your displacement map. effectively turning off displacements in the problem areas.. Then you can make better UVs in the future to avoid this problem.

Julez4001
09-13-2007, 09:16 PM
Giving roadkill a test drive, love this little program. I wonder if Newtek would have to pay if they incorporate this into Modeler. Anywhooo I have updates tonight, at work right now and duty calls.


That Modo301 looks niiiiiiiiiiiiiiiiiiiiiiiiiiiice.
best thing is displacemnts react instantly to endomorphs, its like lightwave and baby-zbrush version built into one application.

PerfectLine
09-13-2007, 10:00 PM
301 is great. You can do better sculpting in zbrush but for an overall general sculpting 301 is great. The best part is that you do not really do any "exporting to and fro" in the case that you will render your stuff in modo.

But, if you want to render stuff in Lightwave from modo you can do that as well, except for the vector displacements.

Can't wait to see results.

Julez4001
09-14-2007, 01:51 AM
In Modo, you can't export the vector displacement at all?
Not to Maya or Lightwave...bummer.

PerfectLine
09-14-2007, 06:16 AM
Well the regular displacements (tiff/greyscale) from modo will work but by vector displacements I am referring to displacements that can displace from more then just positive or negative of the polygon normal.

I haven't seen them done in Lightwave but maybe they can be executed in Maya.

Julez4001
09-14-2007, 07:13 AM
I think its important for lw/modo community to find out a way to export ( plugin) that displacement as it will help for creating an efficient render pipeline. Modo doesn/t have all of lw's render power (voxels, post effect, hair, etc) and the characters done via sculpting looks great.


Back on topic.
New UVs and new attempt:


Notice that the "ear" deformations don't show up in lw, but were done in Zbrush.
Its one uv and surfaces don't matter in the displacement tab.


http://img459.imageshack.us/img459/7929/zuvgoodag2.jpg



Oh by the way... Modo for UV mapping. Just fantastic. Its Lightwave's cousin but cutier.
It just have a lot of LW principles and techiques which were easily transferred to Modo, not that easy to do in Maya. Anyway new problem to solve. No ear deformations.


-------

http://img372.imageshack.us/img372/2679/lwzb2vp8.jpg

Carm3D
09-14-2007, 08:06 AM
The ear issue might be hard to solve without looking at the scene in it's entirety. Can I assume you have no weight maps on the ears that you are blocking out of your displacements?

I noticed you have sub-patching on your UV Map. I didn't know that ZBrush supported that. Is that the "UV Smoothing" button? If so, how do I know which option it's using? Sharp edges, smooth discontinuous, etc..?

erikals
09-14-2007, 10:46 AM
hm, in the image editor it looks like no displacement was exported from Zbrush, looks to me like a ZB problem and not LW problem.

Julez4001
09-14-2007, 11:24 AM
http://img488.imageshack.us/img488/5135/diggzsssqv1.jpgNo extras yet, carm3D. No weightmaps or anything. Just file replace on the mesh, uv and images. Well now some (simpleskin) SSS is the only thing different, really fast to set up, think it took 40 sec. Maya had it longer and its not that fast to setup.


Yeah It must be the Zbrush side of things, I know it had made uv groups but how does that disturb the displacement image export.

You guys should pick up the last 3 issue sof HDRI magazine, Steve Warner lays it down in Zbrush.

Sil3
09-14-2007, 11:37 AM
Giving roadkill a test drive, love this little program. I wonder if Newtek would have to pay if they incorporate this into Modeler.


yeah its a cool tool to have :D

Nt doesnt have to pay anything but they cant make it inside LW also, since this is FREE software made on those terms.

Roadkill started as a free plugin for Maya, but the author himself said that since Maya is a commercial tool, it quinda violates the purpose of Free software to have it as a plugin to a commercial package only, so he made a Standalone one.


Since theres also this plugin for XSI available for free (it needs the standalone to be instaled since the plugin will use it), nothing prevents a user to make it as a plugin to LW also, as long as they dont charge for it and make it work by pointing out the standalone too, no one will complain.

PerfectLine
09-14-2007, 02:45 PM
Yay,

Julez is gettin the zbrush into LW! :thumbsup:

I agree it looks like the ears didn't get displaced at export in the image. UV grouping?

Besides that it looks like you have a workable solution and YES, I agree whole heartedly about modo. I've been using it regularly since Oct 2006 and it is becoming my primary tool with XSI as a great animation/dynamics plug in for it.

I hated UV mapping before and now I can plan it exactly as I want in modo with little fuss at all.
Now you can add some nice small details to the overall displacement and export a normal map as well OR you could export another displacement and put the displacement in the bump channel, but I use normal maps as they seem to capture the fine details much better.

erikals
09-14-2007, 07:35 PM
I'm bumping in late in the thread here, but I assume u guys tried the PLG UV plugins?
(They're Grrreat!)

Mike RB
09-14-2007, 07:52 PM
There is a 3rd party node someone has written that loads vector maps into LW for displacement. But it's a little slow to update in layout.

Julez4001
09-14-2007, 08:20 PM
I'm bumping in late in the thread here, but I assume u guys tried the PLG UV plugins?
(They're Grrreat!)

They are great for hard surface models and general primitive objects but I always hit a brick wall with MAKE tool when it comes to organic characters. Are there any examples of them beingused with characters. I have to admit after using Modo for UVs, I get discourage with anything else.

Mike RB
09-14-2007, 08:52 PM
Julez: 301 has only made that better as there is now an adaptive relax mode that trys to respect the actual poly sizes relative to eachother. Very cool.

ranhell
09-14-2007, 09:45 PM
oh my god you got it to work.....

kevman3d
09-15-2007, 02:05 AM
They are great for hard surface models and general primitive objects but I always hit a brick wall with MAKE tool when it comes to organic characters. Are there any examples of them beingused with characters. I have to admit after using Modo for UVs, I get discourage with anything else.

Roadkill is great for unwrapping, PLG_UV is pretty good too - Worth reading the UV mapping chapter in 'Essential LW9' if anybody has it cause Steve Warner did a pretty good bunch of tutorials using it in there...

PLG will unwrap pretty much anything, including organic - it simply needs splits defined...

Here's a quicky example screenshot I used as a demo for some students a while back using the Taron head object.

Julez4001
09-15-2007, 02:47 AM
Thats a great example, i give it another go around. HOWEVER your pg make uv panel looks different from mine. mine is more square and your's is long and rectangle.

hey I can't be the only one doing zbrush characters (and getting them to animate),
where's everyone else?


MudBox folks?!!

erikals
09-15-2007, 08:46 AM
Don't think there are too many LW ppl using ZB, some are, but ZB isn't that often discussed on the LW forums, might be that it is discussed on the ZB forums, or that ppl don't get the time to play with it..

Regarding the PLG panel, make sure that you downloaded the latest update, or that the panel window is dragged all the way down. (This doesn't happen automatically for some reason, so some features might be hiding at the bottom of the interface)

Again, as for the ears, I think that they weren't exported from ZB for some reason.. open the image file in PS to see if the ears have the displacement, if they don't ZB is the problem.

There was a PLG UV video tutorial out there, but darn if I can find it... it was at the NT forums (http://www.newtek.com/forums/).

Mike RB
09-15-2007, 01:39 PM
hey I can't be the only one doing zbrush characters (and getting them to animate),where's everyone else?
MudBox folks?!!

I haven't followed this thread that closely, but we just finished an ad with a cg turtle that was all zbrushed and it animated fine. We're in production on Ironman and again, using zbrush displaced meshes animating in layout. Whats the problem you're having?

Mike RB
09-15-2007, 01:42 PM
Looks like you're figured out the LW end of things, you're having a problem getting zbrush to bake the displacement of the ears onto the map... I'm not sure about that part, I'm not really in touch with the zbrush side of things.

Mike RB
09-15-2007, 01:56 PM
Here is a modo vector displacement map in LW. :) It's really slow to update though, probably because the vectormap node from Denis wasen't really tailor made for this.

http://www.elementvfx.com/WebDemo/sculptface_lw.jpg

Julez4001
09-17-2007, 07:53 AM
Hey Denis(or any other programmer) for that matter, this would be a really big benefit for the community to get something that works in this regard , whether its commerical or free is up to you guys. This just look like a need.

erikals
09-17-2007, 09:30 AM
Here is a modo vector displacement map in LW. :) It's really slow to update though, probably because the vectormap node from Denis wasen't really tailor made for this.

Hm, interesting... sort of like a Normal map, only Displacement vector map?
Is there any big benefit other than that it is simpler to set up in the node panel?

Mike RB
09-17-2007, 12:34 PM
Hm, interesting... sort of like a Normal map, only Displacement vector map?
Is there any big benefit other than that it is simpler to set up in the node panel?

Modo lets you sculpt and create this type of vector displacement image in realtime (painting it), vector displacements allow overhangs, standard displacements only move the poly in or out on the normal.

You have a shape like a mushroom be displaced using vector displacements.

Mike RB
09-17-2007, 02:10 PM
Here is a quick timelapse showing:

Baking a vector brush from geometry with overhangs (pretty extreme too)
Using that brush to sculpt a vector displacement map for a sphere
Then I apply that displacement map to a torus to show that it's portable and seperate from the geometry, you just need UV's and a map.

http://www.elementvfx.com/WebDemo/modo_demo_geobake.mov

erikals
09-17-2007, 05:37 PM
Niiice!! :)

Thanks, I had a feeling that was what you meant, just didnt' know that kind of displacement was possible. Cool, this is a super feature.

I couldn't find such a feature in Zbrush though,.. doesn't Zbrush have this just yet?
If it doesn't, would you know if it is possible to export a 3Dobj from ZB to Modo, and then somehow bake this in Modo?

Quite cool stuff :)

ranhell
09-17-2007, 06:18 PM
That’s cool on the vectors thanks for sharing....I wanted to put something up this weekend but was to dang busy

Mike RB
09-18-2007, 03:17 AM
I couldn't find such a feature in Zbrush though,.. doesn't Zbrush have this just yet?If it doesn't, would you know if it is possible to export a 3Dobj from ZB to Modo, and then somehow bake this in Modo?
Quite cool stuff :)

Zbrush only bakes heightfield displacement maps, so you lose your overhangs if the hirez is very different than the low rez.

In modo you sculpt using vector maps, like I posted above there is already at least semi functioning plugins for Lightwave and XSI for using vectormaps for displacement.

erikals
09-18-2007, 03:30 AM
Yeah.. too bad about ZB3 though,
I posted a, erm,.. post asking for the feature on the ZB forum, if I get some valuable info I will post it here

Carm3D
09-18-2007, 07:36 PM
Julez,

If you read through this thread (http://www.zbrushcentral.com/zbc/showthread.php?t=51231) from ZBrush Central, it might explain why your floppy ears did not get included in the displacement map.

Julez4001
09-21-2007, 12:08 PM
Carm3D
Its not that I amtrying to output a bump map, I am not at that stage.
The map is not really putting any details ... just blank, i could export to bumpmaps but I think the face would getteh benefit and not the ears.

Unless I am missing something.


Funny I did something in ZB and only the face model appeared (right down tot he uv map). The other section (ears) was xompletely invisible whenI picked a new brush ...my ears came back.



http://img233.imageshack.us/img233/4688/noearog1.jpg

see something on the UV map but my model just isn't seeing it.

Here's updated model. I know, its cheezy common "I just-first-used" zb stuff.
This is more about research.

http://img233.imageshack.us/img233/381/zbearty4.jpg

Sil3
09-21-2007, 12:18 PM
Maybe you Uvs or Model got corrupted somehow.

Did you export the .obj from LW? If so try to import it into another prog and export the .obj from there, making sure that the UV works (check it with a regular image) on the other program before exporting it.

Another thing to really pay attention is:

Overlaping Uvs...this would crash ZB2 during a map baking, it doesnt crash ZB3 but the map comes up full of artifacts... so, take a close look at your Uvs and see if there are any overlaping in there, it could be a minimal one and hard to notice at first.

Carm3D
09-21-2007, 12:24 PM
Carm3D
Its not that I amtrying to output a bump map, I am not at that stage.
The map is not really putting any details ... just blank, i could export to bumpmaps but I think the face would getteh benefit and not the ears.

Unless I am missing something.

Yeah you're missing the point.. Read Aurick's last post on the thread carefully.

Mike RB
09-21-2007, 01:16 PM
Yeah, I would put the displacements aside for a minute and just put a checker image onto those UV's in diffuse and see if the UV's don't have a problem. And if that fails, can you post this content so we can try and help you? Can you map the displacement successfully in modo?

erikals
09-21-2007, 02:55 PM
Yep, like i said, no ear displacement, :) the problem is in ZB, not LW
http://erikalstad.com/cgtemp/noears.gif

The link Carm refer to might be the answer...

Sil3
09-21-2007, 03:07 PM
If there are overlaping Uvs the prob is not ZB, I never got that in ZB, so until Julez says something... IMO its the UVs that are F**** up or the object itself.

Julez4001
09-21-2007, 03:12 PM
Aurick from ZB

The displacement map calculation maps out the differences between the current level and the highest level. That's why the process is outlined above.

If you immediately drop down to level 1 to create your map, you'll get one that maps EVERYTHING that you've done to your model. That's both medium and high frequency details. However, if you step down just a couple levels from the highest, your map will ONLY have the high-frequency details. Those are the ones that a bump map is good for.

Now let's say your model has 7 levels and you created the bump map at level 5. If you now drop down to level 1 to create another map, guess what? It'll still have the details from levels 6 and 7 as well! That's why you delete the higher levels after creating the bump map. This makes level 5 (in this case) the new highest level so when you go to level 1 and create another displacement map it will only have the medium frequency details.

I currently can't make the changes yet--different location however When I first read this I only saw the bump principles appliaction but if I am reading you guys right, its basically a level thats blocking that area from coming through.
I'm slow so don't kill me....

erikals
09-21-2007, 03:23 PM
If there are overlaping Uvs the prob is not ZB, I never got that in ZB, so until Julez says something... IMO its the UVs that are F**** up or the object itself.

Don't get what you mean,.. the example I posted above shows quite clearly that ZB is the problem.

Sil3
09-21-2007, 03:25 PM
Well i meant that something is preventig ZB from doing a proper bake, so it is a ZB problem but made by something else, what i dont know, thats all :)

erikals
09-21-2007, 03:32 PM
Yes, could be a partly UV map problem in ZB/LW
Julez,... I think you need to share that file now.. :D

PerfectLine
09-21-2007, 09:32 PM
Yes, could be a partly UV map problem in ZB/LW
Julez,... I think you need to share that file now.. :D

Yeh, he wouldn't have to do any copyrighting on his character. I think most people think "Julez" when that see that character from his website. :D

Hey Julez, have you tried sculpting on it in Modo 301? I only mention it since you can paint directly in the UV window in modo to see if its coming through at all.

Julez4001
09-21-2007, 09:56 PM
No its only on one workstation thats not mine at work so .............
we've been slammed.

My avatar, his name is "Diggz Azabu":thumbsup:

I'll try to update and use the advice you guys gace me tonight.
A workfree weekend...YOWZA!

Julez4001
09-22-2007, 02:35 AM
Here is with teh UVGrid applied.

Question: before I exported the obj, I went to the surface panel on the face surface and applied uv texture (no image) but I didn't do that for the Ear surface.

Is that right or should it all be one surface and one UV map.

http://www.flarenova.com/misc/diggzGrid.jpg

Mike RB
09-22-2007, 02:41 AM
For zbrush make it one surface, one uvmap. Once you get your dispmap out of zbrush, you can surface things however you want. But obj only holds one uvmap.

Julez4001
09-22-2007, 03:27 PM
WOW!


Lightwave was the culprit. But the funny thing is that Modo will export to OBJ format with one UV and multiple surfaces.
I can't beleve I didn't check that earlier. So UVs are working fine now, will output an update and move on getting great renders.


I should PDF all this up, can't hurt to have more Zbrush/Mudbox info for Lightwave (and Modo).

PerfectLine
09-22-2007, 07:54 PM
Modo can do multiple uvs and surfaces and so can lightwave but Zbrush wont allow more then one UV and surface so I think the culprit here is Zbrush or at the very least the OBJ file limitations.

Since you are using ZB then you have to restrict your UVs and surface to one going out of LW or modo but then you can rename the surfaces once your back in LW or modo and then just point to the correct UV map. (I think Mike just said that above me.... :thumbsup:)

Your almost there, pretty soon its all fun and creativity from here on out. :D

Julez4001
09-22-2007, 08:50 PM
Well what I mean is that when LW exported it ,a nd because I didn't have a UV map assigned int he surface editor at export time, it just stripped the ears (second surface from face surface) when it saved as a object. Modo doesn't do that. Yes ZB will make it all one surface if you export the model out which is a good seegway.


Do you guys use the object you imported or the level 1 (not stored morph target) as th emesh you being into Layout?

Level 1 seems to render better than stored morph target.


Also the subtract and multipy nodes in Displacement map : whats teh best settings for those?
Diggz is only 4.5 tall (little over 1 m) so are those setting affected by scale?

-------------------------------------

STEVE WARNER FREE VIDEO TUTORIAL ON UVs
From his Book Essential LW9
(I don't have a copy of this book ..this is not advertising..just knowledge to this thing called the zbrush-lw pipeline)

____________________________________

http://www.stevewarner.com/html/uv_unwrapping.html

_____________________________________

Mike RB
09-22-2007, 09:39 PM
subtract by 0.5 to set grey as 0
multiply by 0.02
pipe that into the scale input (vector from the smoothed normal)

then adjust the 0.02 up or down a bit to suit, you can export a hirez sculpt from zbrush to use as a guide in layout for the amount if you want.

Good luck.

ranhell
09-25-2007, 03:05 AM
here is my zbrush test...and what i get in LW...

Julez4001
09-28-2007, 02:39 PM
Good start RanHell.


Question> Whats YOUR best workflow for painting texture maps in Zbrush (or Modo, for you guys out there). Is there any Photoshop involved or are comfortable with just the app's toolset.

erikals
09-28-2007, 02:54 PM
Haven't done it all that much, but like different combinations, either PS, or ZB
....or Both.

By 'Both' I mean using the ZB Zapplink plugin so I can switch back and forth between PS and ZB. Works great. (But, doens't work in ZB3 yet, you use ZB2.5, but that's fine with me)

Another technique, not that 'applyable' here though is in LW, projecting and using a simple flat surface then bake it onto the UV map, works great. This technique is very good in special situations.

PixelInfected
09-29-2007, 06:40 PM
i use zbrush with lightwave from over three years and all work fine, with 9 you can avoid a lots of external plugins and you can speed up work flow.

keep in mind two good rules :
low freq dectails and basic shape = displacement

high freq dectails = Normal map

using lw to render billions of poly is not productive, and if you build a good normal map, you can't see difference.

APS is a good solution for displacement be cause it build only necessary polygons, but don't think to use it to render billions of poly where are not necessary

actually with zbrush 3.1 you can build displacement and normal map that are correctly used from lightwave.

to avoid problems with uv map, use uvmaps from zbrush, it build a wonderful "atlas style" uv, and that avoid many mistake about uv.

zwave (external plugin) allow you to import uv from obj to a generic lw object (with same point order, naturally), if you not want to use object exported from zbrush.

Carm3D
09-29-2007, 08:18 PM
I prefer to make custom UVs so I bought Silo2 for $100. It has fabulous realtime unwrapping and editing.

PixelInfected
09-29-2007, 08:32 PM
personally i prefer to avoid most of uv working, and i prefer to delegate the uv working to software interpolation and to my stressed brain ;-)

i use bodypaint which have a very strong painting section for all channel, and i not need to build custom uv.

everytimes i can, i prefer to avoid annoing work like uv editing.
i want to try silo2, i hear a lots of wonderful things about it, and preview video of two are very interesting.

Carm3D
09-29-2007, 09:49 PM
Well the main reasons why I like custom UVs is to allow areas that will have the greatest scrutiny to take up a larger portion of the UV map. Areas like the back of the head can then take up less space.

Plus, I do not have BodyPaint so if I want to edit my maps in a 2D paint program I can. :)

PerfectLine
11-14-2007, 11:48 PM
Julez? Did you ever get any new renders of your character?

Julez4001
02-06-2008, 09:09 PM
Julez? Did you ever get any new renders of your character?

You know the sad thing is that when I saw you post this thread I was going.."wow, its been a long time, I'll respond to him as soon i finished coding this xml/actionscript crap and then texture this polygon".

Another 2 months later.............

Wow. I swear as I get older and more busier I am not a forum hog as I use to be.

I am just coming back up for a fresh bit of air and I'll post some of my new finding, they are just not complete enough yet.

However if there has been any new findings in the arena of UV mapping, Displacement and other such points, PLEASE POST!

Please pick up the last 2 Issues of HDRI 3D (Covers:Beowulf and Will Smith),
Steve Warner have a great review of ZBrush 3 and texture mapping.

Julez4001
04-05-2008, 03:34 PM
Well the main reasons why I like custom UVs is to allow areas that will have the greatest scrutiny to take up a larger portion of the UV map. Areas like the back of the head can then take up less space.

Plus, I do not have BodyPaint so if I want to edit my maps in a 2D paint program I can. :)

Carm I see that DigitalTutors have a texture DVD for Zbrush?
Are you exclusiving using an 2d app for painting maps or Zbrush?

Carm3D
04-05-2008, 04:29 PM
Carm I see that DigitalTutors have a texture DVD for Zbrush?
Are you exclusiving using an 2d app for painting maps or Zbrush?

So far I've just used ZBrush for painting textures.

Julez4001
04-12-2008, 04:01 PM
Has anyone made a custom layout for Zbrush that speaks to Lightwave users?

Mike RB
04-12-2008, 11:04 PM
We just wrapped up our shots on Iron Man.

Our workflow was:

for modelling:
modo>zbrush(bake our disp and normal maps)
modo>lw(render)

for animation:
modo>xsi>lw(mdd)

Worked very well. Model and UV in modo, sculpt in zbrush, animate in xsi, render in LW. You just have to have every point UV's on every UVmap (you can crush down stuff you don't want into a corner and make sure it's got 128 grey on it so it dosent displace). Then we conbines the maps in LW with the vector add node. Worked great. Go see Iron Man, we did all the CG suit and fire shots for the escape sequence (the roughly built suit from the trailers).

Julez4001
04-13-2008, 03:41 AM
Hey mike ... what did you use Zbrush specifically ont he mesh. It looked like all hard surfaces to me.

Dents, scratches, torn metal?

So LW rendered all the shots in the end.



Okay! LEts keep this thread started back up again
Just so we know where we are.
We got a mostly quad model into Zbrush from LW
Creted our own UVS (via Modo)
Export the model back out and starting to add more detail and painting a COLOR map in Zbrush for Rendering in LW!

Then hopefully rig and animate!


http://www.flarenova.com/misc/diggzrender_april2008.jpg

Julez4001
04-16-2008, 01:03 AM
I will be updating soon: This is justthe normal map coming through.

http://img528.imageshack.us/img528/7749/diggznormalmaparh6.jpg

Julez4001
09-03-2008, 02:25 PM
Go and Download 3DCoat http://www.3d-coat.com (http://www.3d-coat.com)

Bumping this up for those who may need some zbrush tips

Julez4001
09-05-2008, 03:14 AM
From ilollar on Newtek Discussion Forum (http://www.newtek.com/forums/showthread.php?t=88185&page=2)




"..... detailed step by step. I hope it helps some people out!

1. Make your base model - I've tested this starting with either Lightwave or modo and I've had both work.
2. Make UVs - this step is optional if you are planning to use ZBrush's quick GUV solution.

3. Export an obj - When asked by Lightwave to use point sets as groups, I've done yes and no and haven't seen a difference.

4. Import obj into ZBrush - Slow down...don't start subdividing or sculpting yet...
5. If you didn't make UVs in your host app, make UVs with GUV - Skip this if you already made UVs.
6. STORE A MORPH TARGET - This I found is the key step...without this, everything will be messed up in your displacement map.

-------------

7. Now, displace and sculpt away! - Have fun and go crazy.
Done? Okay, move on then...


-------------


8. Lower the mesh back down the lowest subdivsion level - Should be 1.

9. Switch the morph target - Once you do this, don't go back up to a higher level (this is a saftey precaution).

10. Export a displacement map - There's two ways to do this. You could go old style, and use the Displacement menu under Tool. Set the map size in DPRes (probably 2048), turn on Adaptive and Smooth, and hit Generate Displacement. Once done, select the Displacement map in the Alpha menu, Flip V, and export the tif.

OR

Use the Displacement Exporter 3. It is under ZPlugins. In its options, use the quick code:

DE-FBEK-EACADA-D16

to set all the right settings for Lightwave. Then, just click Generate.


11. Export the obj - You only need to do this if you generated UVs in ZBrush.

12. Load the object into Lightwave - Either the original object (if UVs were made in the host app), or the newly exported obj.

13. Set up the displacement node structure - Go to object properties, check the button next to Edit Nodes. Click Edit Nodes, and import the attached node structure. Make sure to connect the result of the scale node to the input node. Load the displacement map into the image node. Check to make sure it is using the UV map of the object.

14. Check the multiply node - This controls the amount of displacement. I've seen discrepancies as to the correct value for this node. Some have it as high as 16. I usually have it really low - anywhere between 0.01 to 0.05.

Just try to match what you had in ZBrush.

*At this point, if you toggle the check box next to edit nodes, the displacement should turn on and off. The mesh SHOULD NOT BLOAT. Meaning, only the displacements painted in ZBrush should appear and dissapear.

The entire mesh shouldn't be expanding/deforming. If it is, then one of the above steps wasn't executed properly.*

15. Raise the displacement amount - This is under the Geometry tab in the object properties. I'd first raise the Display SubPatch Level to around five, maybe higher. This gives you a higher SubPatch level in the viewport. You could just raise the value for the Per Object Level Render SubPatch to subdivide it more at render time, but I think it's best to use a more adaptive approach.

Switch the drop down to Per Polygon Level, and then hit the T box to go to the Texture Editor. Change Projection to UV, select the object's UV map, and then the displacement map for the image.

Then Add Layer, and add a gradient. Make sure the Input Parameter is set to Previous Layer, and create a gradient that ramps from a high value at the top and bottom to a low value in the middle. It should be something like:

Value: 100, Parameter:0

Value: 10, Parameter: .5

Value: 100, Parameter: 1.


This will subdivide your mesh more where more detail is, based off of your displacement map. If you find you need more or less resolution, just change the Values. The top and bottom ones should be the same, though.

That should be it. Sorry about the long post! I hope somebody finds it useful!

*Disclaimer: This is the method I've found works for me. Obviously, everybody's situation is different, and computers and their respective applications seem to find it hilarious to produce different results randomly for different people. To all pulling out their hair over ZBrush to Lightwave workflows, I hope this solves your problem. If it doesn't, I apologize and sympathize deeply...

Thanks for everyone's help!"



From ilollar on Newtek Discussion Forum (http://www.newtek.com/forums/showthread.php?t=88185&page=2)


------------------------------------------------------------------------------

erikals
09-05-2008, 05:11 PM
...nice and simple :)
thanks :)

ranhell
09-05-2008, 05:36 PM
finally Ill have to give this a try when i get home thanks for posting. Julez4001

Julez4001
09-05-2008, 10:10 PM
Don't thank me, thank ilollar!:cool: :beer:
I add that in order to get exacly what you see from Zbrush, you need a displacemap and normal map and just in case, but not always a bump map. See Steve Werner's tuts in HDRI 3D Magazine.

Julez4001
09-09-2008, 02:31 AM
FAST!! REALLY FAST!!

http://www.flarenova.com/misc/DiggzNewShader.jpg

erikals
09-09-2008, 05:20 PM
yep, raytraced is fast,.. GI however is another story, unless something changed in 9.5.
could you test the same scene using GI?

erikals
09-12-2008, 10:39 PM
was I right? :)

Julez4001
09-13-2008, 12:27 AM
Sorry for the late response.
GI is quite fast actually , it only added 7 sec more and that depended on me adding more crap in the scene (eyes, teeth, cloth).
Lightwave 9.5 got a boost in the GI department as well.
http://www.except.nl/lightwave/RadiosityGuide95/index.htm

I will post a pic later....

Julez4001
02-20-2009, 02:01 AM
Later....wayyyyy much later


oh yeah..bump for all new comers and don't forget the tip(s)


http://www.flarenova.com/misc/digg7.jpg

erikals
02-20-2009, 02:12 AM
hm,... just wondering, what sss type are you using, afaik, only simpleskin works for animation, the other ones flicker,...

Julez4001
07-05-2009, 05:27 PM
It was simpleskin.

Bumping for the tips related info.

ranhell
08-13-2009, 05:59 AM
finally i have somthing nice...a few bugs although....:bounce:

Julez4001
11-16-2009, 06:01 PM
From ilollar on Newtek Discussion Forum (http://www.newtek.com/forums/showthread.php?t=88185&page=2)




"..... detailed step by step. I hope it helps some people out!

1. Make your base model - I've tested this starting with either Lightwave or modo and I've had both work.
2. Make UVs - this step is optional if you are planning to use ZBrush's quick GUV solution.

3. Export an obj - When asked by Lightwave to use point sets as groups, I've done yes and no and haven't seen a difference.

4. Import obj into ZBrush - Slow down...don't start subdividing or sculpting yet...
5. If you didn't make UVs in your host app, make UVs with GUV - Skip this if you already made UVs.
6. STORE A MORPH TARGET - This I found is the key step...without this, everything will be messed up in your displacement map.

-------------

7. Now, displace and sculpt away! - Have fun and go crazy.
Done? Okay, move on then...


-------------


8. Lower the mesh back down the lowest subdivsion level - Should be 1.

9. Switch the morph target - Once you do this, don't go back up to a higher level (this is a saftey precaution).

10. Export a displacement map - There's two ways to do this. You could go old style, and use the Displacement menu under Tool. Set the map size in DPRes (probably 2048), turn on Adaptive and Smooth, and hit Generate Displacement. Once done, select the Displacement map in the Alpha menu, Flip V, and export the tif.

OR

Use the Displacement Exporter 3. It is under ZPlugins. In its options, use the quick code:

DE-FBEK-EACADA-D16

to set all the right settings for Lightwave. Then, just click Generate.


11. Export the obj - You only need to do this if you generated UVs in ZBrush.

12. Load the object into Lightwave - Either the original object (if UVs were made in the host app), or the newly exported obj.

13. Set up the displacement node structure - Go to object properties, check the button next to Edit Nodes. Click Edit Nodes, and import the attached node structure. Make sure to connect the result of the scale node to the input node. Load the displacement map into the image node. Check to make sure it is using the UV map of the object.

14. Check the multiply node - This controls the amount of displacement. I've seen discrepancies as to the correct value for this node. Some have it as high as 16. I usually have it really low - anywhere between 0.01 to 0.05.

Just try to match what you had in ZBrush.

*At this point, if you toggle the check box next to edit nodes, the displacement should turn on and off. The mesh SHOULD NOT BLOAT. Meaning, only the displacements painted in ZBrush should appear and dissapear.

The entire mesh shouldn't be expanding/deforming. If it is, then one of the above steps wasn't executed properly.*

15. Raise the displacement amount - This is under the Geometry tab in the object properties. I'd first raise the Display SubPatch Level to around five, maybe higher. This gives you a higher SubPatch level in the viewport. You could just raise the value for the Per Object Level Render SubPatch to subdivide it more at render time, but I think it's best to use a more adaptive approach.

Switch the drop down to Per Polygon Level, and then hit the T box to go to the Texture Editor. Change Projection to UV, select the object's UV map, and then the displacement map for the image.

Then Add Layer, and add a gradient. Make sure the Input Parameter is set to Previous Layer, and create a gradient that ramps from a high value at the top and bottom to a low value in the middle. It should be something like:

Value: 100, Parameter:0

Value: 10, Parameter: .5

Value: 100, Parameter: 1.


This will subdivide your mesh more where more detail is, based off of your displacement map. If you find you need more or less resolution, just change the Values. The top and bottom ones should be the same, though.

That should be it. Sorry about the long post! I hope somebody finds it useful!

*Disclaimer: This is the method I've found works for me. Obviously, everybody's situation is different, and computers and their respective applications seem to find it hilarious to produce different results randomly for different people. To all pulling out their hair over ZBrush to Lightwave workflows, I hope this solves your problem. If it doesn't, I apologize and sympathize deeply...

Thanks for everyone's help!"



From ilollar on Newtek Discussion Forum (http://www.newtek.com/forums/showthread.php?t=88185&page=2)


------------------------------------------------------------------------------

DaveG
11-17-2009, 12:28 PM
Did a multi million poly model in Lightwave - check out the creature on www.missioncriticalstudios.com (http://www.missioncriticalstudios.com/) Low poly at around 100-200 thousand polys for animating- when render time came it clocked out at 2 - 2.5 million polys - check it out in the banner- its the one with the tentacles.

PixelInfected
11-17-2009, 12:32 PM
From ilollar on Newtek Discussion Forum (http://www.newtek.com/forums/showthread.php?t=88185&page=2)
14. Check the multiply node - This controls the amount of displacement. I've seen discrepancies as to the correct value for this node. Some have it as high as 16. I usually have it really low - anywhere between 0.01 to 0.05.


eh eh i know the secret, but if i tell you, later i must kill you eh eh

ok, it's a joke.

the value of multiply is not a secret, but it cannot be fixed value.
the value is related to the scale of object.
with displacement you blow a mesh, but you work with % value of.... of scale of obj.
sometimes you need an higher value sometimes lower value. all depends of original scale of obj.

have a nice day
Carlo

ranhell
11-17-2009, 03:13 PM
i have a model that is 3,000,000 polys animated. i will post link in a while....its a WIP right know......

Julez4001
02-17-2010, 06:18 PM
Never say die--as in no dead thread.

Anyone have new projects in 2010 using both LW & Zbrush?

ranhell
02-18-2010, 03:34 PM
Hey Julez4001 is there a plugin that will copy weight maps and textures

so when I bring back the model I can just pate all the stuff back into the zbrush model???

Julez4001
02-18-2010, 09:53 PM
http://www.madeinasa.com/plugins/zwave.asp

Zwave

ranhell
02-21-2010, 02:53 AM
hey i did not see anything about weight maps??? thanks for the texture plug....

WyattHarris
03-04-2010, 07:02 AM
Well it wasn't this year but my HMC entry for the 80's challenge was all ZB and LW.
http://forums.cgsociety.org/showthread.php?f=208&t=735944&page=9&pp=20 (towards the bottom)
I had some big issues due to my planning of the model but the ZB->LW workflow came out perfect.

I'm now reworking my "Queen of the Rocketmen" entry since the UVMaster plug-in has been released.
http://forums.cgsociety.org/showpost.php?p=6080459&postcount=56
The GUV tiles were causing me some problems but I'm happy to report that the UVs generated by UVMaster have no such issues.

Carm3D
03-13-2010, 03:21 AM
I just put up a tutorial video on UV Maps in Silo2. And at the end it shows my latest work in ZBRush.. It uses both a displacement map and normal map.

Part 1 (http://www.youtube.com/watch?v=jMeVUm5rq4k) - Part 2 (http://www.youtube.com/watch?v=a__-o3CKYK8) - Part 3 (http://www.youtube.com/watch?v=MrgUzrXd92c)

bobakabob
03-18-2010, 03:21 PM
Here's a link to a WIP animation I'm working on with ZBrush displacements and normal maps applied to characters and scenes. LW & ZB are a great combination as long as you have enough memory.
http://farm4.static.flickr.com/3345/3248098242_4f440bd3c3.jpg

http://www.flickr.com/photos/johnnyrem/3293405826/in/set-72157605717454674/

Julez4001
10-20-2010, 02:58 PM
Revisiting my old Shazam project.

Adding some Zbrush touchups via normal maps

My biggest problem is that I want the wrinkles from the normal maps to be animated by deformations, as in fade in the map more or less ..unforunatley I animated the guy in Messiah 4.5 and its linked via a MDD file.

Would be pretty cool to export a envelope file between 0.0 and 1.0 from any app really and then be fed into the normal map node to control the opacity of the normal maps. Might be easy to do and will be looking at it.


And yes his left arm is going through the chair -- its on the list :wise:

http://www.flarenova.com/misc/Wizard_analysis.jpg

Julez4001
02-28-2011, 02:51 PM
Are there any known techniques for animating displacement maps based on morphs or mdd or exported envelopes from other apps?

CGTalk Moderation
02-28-2011, 02:51 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.