Simple Question on ZBRUSH Displacement Maps in messiah


#21

hey all. here are my latest results:

i could not resist doing a GI render. inho this is the best GI i ever used and i have used a few. it blows xsi iout of the water just in terms of ease of use and the image quality.

anywho: i fixed the destortion by making the texture a GUVTiles in ZBrushand and turned on adaptive(scan mode) also i clicked the MODE button…i love these 2 programs but i could do a bit less with the constant detictive work:sad: this is the way we learn i suppose for now.

also ALWAYS sub d the mesh before u try and render or u will be waiting a long time for a crash.

the only thing is that now that the geometry is in line the texture seems to be slipping a bit. will play with it this weekend and then post the whole character.(s) given this softwares name u should get a kick outta this project.


#22

Aha, the colormap is slipping, huh?! Well, that’s an easy one to explain and to solve for you, but requires you to do things differently in ZBrush, which is actually the culprid on that problem!!!

Right now you were most likely painting your colors in Zbrush and probably on the divided and modified geometry, right?

Here’s the problem:
When you model the details in Zbrush, Zbrush really pushes the polygons around. When you later create the displacement map it actually tries to project the details onto the lowres geometry. The projected geometry fell on other places of the uv-map then where the actual detailed geometry is at the time. If you try to paint color onto it, it will be on the wrong place! I would need to illustrate that to show you exactly what this means, but…

Here’s what you need to do to solve it:
-Make a new tool with your lowres geometry,
-subdivide it how ever many times you had it before you took the displacement map,
-apply the displacement map to the subdivided geometry (use the number in the alpha depth factor of that map, press the “alp” button on the masking tab within the “tool”-menu, go down to the displacement section, enter the alpha depth factor into “intensity” and hit “apply displacement”.
-now create a color texture and paint your colors. They will sit exactly right then.

Don’t forget to either flip the textures in Zbrush along V or in messiah’s texturemap node. But you already know that.


#23

whoa! where do u get the time. ur evrywhere at once!:eek:

that solves the colormap problem. however can u explain the suishing of the boot at the top. i asked u in the other thread to please tell us how u get ur displacements outof zbrush so perfectly. which options do u select?

thanks.

playing around with the new version looks promising. quite promising indeed.


#24

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