bump map from already modeled in zbrush / BUMP DE LO YA MODELADO EN ZBRUSH


#1

Hello to all,

I am realising this project (work in zbrush and lightwave 9,3), but have arrived at a point without exit. The problem is the following one: I have the model in zbrush by far detail, have obtained displacement map and normal map (with the tutorial of Mr. Steve Warner), but so that the microdetails are transferred to lightwave I need to obtain bump map. Somebody could say to me as I can obtain bump map from already modeled in zbrush?

thanks for its answers

Hola a todos,

Estoy realizando este proyecto (trabajo en zbrush y lightwave 9.3), pero he llegado a un punto sin salida. El problema es el siguiente: tengo el modelo en zbrush con mucho detalle, he obtenido el displacement map y el normal map (con el tutorial de el señor Steve Warner), pero para que los microdetalles se transfieran a lightwave necesito obtener el bump map. Alguien podría decirme como puedo obtener el bump map a partir de lo ya modelado en zbrush???

gracias por sus respuestas


#2

Can’t you use the displacement map in the bump channel?

Perhaps posting in the ZBrush section would be more appropriate?


#3

hello biliousfrog, thanks for your answer, putting displacement in the bum map I do not obtain good results so that the microdetails appear but the macrodetails also are increased, so it is seen very badly. I write in this forum since this problem only occurs with lightwave so that in other programs displacement is only needed displacement and normal.


#4

I “think” you may have more luck using the Normal map node.
cyphyr


#5

Perhaps you should post a shot of your node structure so we can
examine it for errors.


#6

Thaks for your time, the nodes


#7

try to disable mipmapping, and every blur in image
mipmapping and blur tend to reduce small and fine dectails.
if you have a good normal map, bump is not important, be cause normal is better than bump.

bump = an illusory relief with 1 axys of info
normal = an illusory relief with 3 axys of info

if you have a good normal map you not need bump map.


#8

as far as I know, you cant export a bump from ZB… well, you can, but it works different. Displacement and normal maps are generated from the mesh sculpt… bump maps cant be… however, ZB does let u apply a texture and paint a bump map (in projection master) which allows u to add superfine details in ZB when your mesh isnt dense enough to capture them all… but no… U cant generate one from a sculpt.

So, yes… stick to the normal map, thats basicaly just a much better version of bump mapping anyway… also… plug the normal or bump images into the material nodes inputs, not the main surface node… and as has been said… watch mipmapping on normal and displacement textures… (basically, try not to mipmap any image 16bits or over)


#9

ook, just in case somebody needs to consult the same, the best result is this:

Aurick said:

Your displacement map can be used as a bump map. In this case, you should create two displacement maps.

First, you should assign a texture to the model that has about as many pixels as your model has polygons. A 1024x1024 map is good for models of about 1 million polys. A 2048 map is good for about 3-4 million polys. A 4096 map is good for about 10-12 million polys. Using a map that matches the poly count means that all details from the model will transfer to the texture without loss of detail.

Drop down about 2-3 subdivision levels and create a displacement map. This map will contain all details from the highest level, but none of the medium level details. Save your work, by the way.

Now delete the higher levels (Tool>Geometry>Delete Higher). Drop to the lowest level and follow the normal method for creating another displacement map.

You’ll use the first map as your bump map, since it contains all the high resolution detail. You’ll use the second map as your displacement map, since it contains only the medium frequency details.


#10

Nice trick… ill remember that one.


#11

Sounds good… though if you check out Steve Warner’s LW / ZB tutorials on the Pixologic site, he explains how to obtain a good bump map from ZB. For maximum quality you can combine displacement, normal and bump map in LW.


#12

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