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View Full Version : Is Zbrush is an appropriate tool for this task?


JonZ
10-17-2009, 03:44 PM
I have some glass design to do, made from 3ds, and I must carve some kind of maya-ish design on the edge of the glass. Problem is each carves are very symmetrical, and Zbrush on first impression seems to be a tool that is based mostly on very organic without any precisions tools.

http://img126.imageshack.us/img126/2469/sketchglass.png (http://img126.imageshack.us/i/sketchglass.png/)

Or maybe my best bet would simply do a bump mapping ?

ezekiel66
10-17-2009, 05:17 PM
You can do this kind of thing easily in zbrush by activating radial symmetry (draw one of those worm-type patterns, zbrush will mirror it around the object using any number of instances) and maybe lazy mouse (or paint the pattern in Photoshop and use it as an alpha brush in zbrush), or you could simply paint a displacement map in Photoshop.

Use bump map only if the object is far away from the camera.

JonZ
10-18-2009, 01:26 AM
You can do this kind of thing easily in zbrush by activating radial symmetry (draw one of those worm-type patterns, zbrush will mirror it around the object using any number of instances) and maybe lazy mouse (or paint the pattern in Photoshop and use it as an alpha brush in zbrush), or you could simply paint a displacement map in Photoshop.

Use bump map only if the object is far away from the camera.

Thanks, it sounds like a good weapon of choice.

I have a problem thought. I don't know how to export the normal map back to 3DS again. I followed a tutorial on how to do it, but unfortunately it seems to be too unstable and it export the whole .obj alone, and I encountered a bunch of artifacts problems.

I wishe more to have map that I could apply on a UVW zone in my working vase, just like you usually do when you work on a texture in with Photoshop, unlike to replace the whole vase. Is that possible?

ezekiel66
10-18-2009, 10:27 AM
Unfortunately the zbrush normal map exporter is not the best out there. If you encounter problems you can use xnormal (http://www.xnormal.net/Downloads.aspx) instead. You have to import both your lowpoly object with UV layout and the highpoly object you created in zbrush. XNormal will create the normal map (or several other map types if you wish) using those.

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10-18-2009, 10:27 AM
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