View Full Version : Workflow for photoshop maps of Z-brush displacement map used in 3DS Max
MisterS 07-14-2008, 07:46 AM I plan to create a detailed Normal map in ZBrush for a low poly model I've created in Max. I'll then import it and use it back in Max.
I know how to do the displacement (although this is mny first time using ZBrush) but if I want to paint on top of that, and I was thinking Photoshop, at what point do I unwrap the mesh? What's the general workflow?
Cheers
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hakanpersson
07-14-2008, 08:51 AM
A little blurry question. Unfortunatly the answer is just as blurry:D You can unwrap the mesh whenever you wish, as long as you have the uv:s until enter zmapper. (you can always import uvs later).
If you build a really good mesh in maya, and know that this is how its going to be, you might aswell unwrap right away. But it you are not sure about the proportions, you can wait till later.
Some people prefer to start of with the texture. So basically build a good lowpoly, texture it. Then enter zbrush to continue. But it works the other way around too.
Zbrush got a pretty non-linear workflow, just start try and you will eventually find a pipeline that you like.
MisterS
07-14-2008, 09:11 AM
I plan to add veins and stuff so figured I'd want to be adding variation in the diffuse map on those areas.
I asked the question because I didn't think I'd be wanting to collapse the stack in Max with the high poly version because of the sheer amount of polygons I'll be creating in ZBrush.
I guess a clearer question is, how would I add a detailed diffuse/spec map etc to the ZBrush displacement and still enable me to keep my low poly mesh in Max with which I'll rig & animate?
hakanpersson
07-14-2008, 10:10 AM
Im still blurred a little.
However, a case scenario (just guessing a fairly similiar workflow). You create a lowpoly in max, which you plan to use for animations etc. For sake of making things easier, you unwrap the mesh. (which can be made in basically all stages, though with some hacks and hassle).
You export to obj and begin sculpt in zbrush. At this point you may already begin animating! All changes made in zbrush will be translated as you render the final mesh, aka subdividing and displacing which will only happen when rendering.
Next, say you dont want to sculpt veins in zbrush, too many polygons or whatever reason might be. So you do that in photoshop instead, adding veins, bloodvessels etc. A smart way to create specular/diffuse etc at the same time is to use adjustment layers (theres a great tutorial by leigh in the texture/surfacing forum).
What details you have done in photoshop can either be added as a bump/normalmap. Or you blend it with the displacement (thought that would require lots and lots of polygons at render time).
Any mesh alterations of the lowpoly that you need to do at this stage (while still keeping rigs&animations) is totally up to the tools in max to allow. As long as the uvs in stays the same as in zbrush you are good to go.
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