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View Full Version : Zbrush3.1*3dsmax9* Detail help


LordAbortion
06-26-2008, 09:20 PM
Sorry for intruding by being new, I just joined the cgtalk forums and already I'm asking for assistance but what better place to look then in an ocean of cgwisdom? Here goes.

I've been working on a model in max which as it turns out is a head model of the joker, but I wanted to do something different and still retain the quality of a decent looking render. I'm obviously still learning the 3d craft but I started with a standard head base mesh, then I morphed his face into a smile added wrinkles, some minor details and what not(see posted picture) but it still doesn't look right. I can't retain the detail I set into the object in projection master. How can I make an accurate bump map of the high res details I carve in zbrush to add as a bump map on a low poly obj? I have all the files I think I need and I'll post as requested. What I'm really looking for is a whole lot of input and assistance to make a cool looking render. I want a sweet wall paper and maybe you do too. I'm trying to get a little bit of that glasgow grin, and mutilated flesh texture on his face and get some pore maps and the whole 9 just for fun, if anyone wants to join in, feel free. Thanks in advance for any input!

http://img165.imageshack.us/img165/5008/zbrushscreen2hh6.jpg

LordAbortion
06-27-2008, 12:01 AM
Here's an example of what I mean:

fig. 1 - http://img167.imageshack.us/img167/6320/zbrushscreen3sk0.jpg
In Projection Master, applying pore texture, notice the jaggies and bumps on the nose and mouth. Both are anomolous to me.


fig. 2 After picking up from Projection Master. What the hell happened to the detail?

http://img120.imageshack.us/img120/2567/zbrushscreen4sn5.jpg

Dtox
06-28-2008, 04:48 AM
Well, although I don't have simple or direct answers to your questions, I can tell you that in order to get high detail levels your mesh has to be dense.
So if you're trying to apply height data from a high density mesh to a lower density mesh, you have to generate a normal map.

You can't just apply a bump or displacement map that relies on a high density mesh to a low density mesh without getting jagged edges and artifacts.

LordAbortion
06-28-2008, 07:09 PM
Well hopefully I have everything that would be needed to make this image in my mind an image on my screen. I have a somewhat half-assed normal map(given I don't know how to make an adequate map) diffuse map, don't know how to make anything so I just took a shot in the dark. If anyone wants to see the maps or the objects just post and I'll Upload whatever you need, I just need someone who knows what they're doing to critique my work and help me get more of a grasp of what I'm doing and how to do it.

Tegre
06-30-2008, 08:13 PM
I'm gonna go with what Dtox said. Try subdividing your model again and try reapplying your detail. It also looks like you either missed something when masking the one side of the nose (hence your tiny peak.) However, if it looks like that when you drop it, it means that you don't have enough polys in the area for detail. While I don't claim to be a master or an expert at Z-brush, I know that if you haven't subdivided enough, your model is not going to hold the detail (and I can't express the hours of frustration this was when learing Z-brush.)

I'm curious if you did the original mesh in a 3D Program, or started it directly in Z-brush. If the former, I'd check the original mesh for a Tri or two. If the latter, than just go back and smooth some of your rough areas.

LordAbortion
07-01-2008, 08:17 PM
well I've just been playing around and I could probably do better if I just start over and do it the hard way.

That being said I want to ditch this project to work on something a little closer to home.

My best friend jumped off the Royal Gorge Bridge 12 days after my birthday.

I want to somehow photomatch him into a model, how could I accomplish this?

MisterS
07-05-2008, 06:05 PM
I don't have your answers but am going to keep my eye on this thread as I'm interested in how this is done and whether this can be done with just displacement.

Regarding displacement, there are some handy options if you hit F10 to fine tune things, and eliminate some jaggies. I don't know if this is what you're looking for.

Hit F10, click Renderer tab, scroll down to Shadow & displacement

Edge length - if this is too high, the edge of your displacement won't be detailed enough as edges are too long, try 0.5
Max Subdiv - seems self explanatory - whack it on high to get smoother result.

Both these will increase render times.

I'm using Mental Ray as my renderer, don't know if there are similar options for other renderers.

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07-05-2008, 06:05 PM
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