I have Chris Reid’s old Zbrush tutorial on my site but I was wondering
has the workflow changed. Has it become more efficient and error checking.
The Zbrush-messiah methodology
Taron gave me a bunch of hints while I was trying to figure it out. Apparently normal maps from Zbrush have their Blue chanel inverted to what Messiah needs. Flip that and your good to go. A lot of it is trial and error. :-/
Normal maps, don’t you mean Displacement maps?
I was going to ask how one bring in normal maps since displacemaps tends to drive the whole poly increase at render time.
They are pretty much one in the same. Its just that normal maps have extra information. You can drive a “displacement map” into your bump and not displace at all. Just like you can with a normal map. And I’m pretty sure you can displace from a normal map as well.
Hey Wegg is there anyway to un-archived Tony Jung’s Lord of Darkness Tutorial/Overview & Tarons Neckling and make them both a sticky under displacement/zbrush methodology.
Gary’s SSS tutorials would be a boost to the community too.
Hey PMG … you guys need to have all that resource front and center on PMG’s website.
Modo always have this stuff front and center. Why? Because Brad peebler is a P-I-M-P and Modo is his whore that he gloriously pushes down the CG community.
Difference between normal maps and displacement maps:
Normal maps just give you a direction at a given pixel. There s no amount of displacement in a normal map. This means that if you use the normal map to displace the geometry the resulting displacement will be even on the geometry, like a push if you want.
A displacement map gives you just an amount of displacement and uses the normal of the actual geometry as a direction. So you can modulate the displacement across the geometry.
You can use one ore the other, or combine both if you want, depending on the task.
Julez4001,
I’ve just put Gary’s SSS tutorial under the advance ‘sticky’, (I hope Gary doesn’t mind).
R
REQUEST : Does anyone have Taron’s Neckling sample fxs/mpj
Question: Has anyone used both normal maps (wrinkles, pores) and displacement maps in messiah:render.
If so can you post your render setup settings.
Anyone ! Hello! Taron’s Neckling sample fxs/mpj project file. Anyone got this.
Thomas H:
“And the coolest thing of all: You can download Tarons scene now from the messiah hompages download section, in the messiah:studio 2.1 patch area:
http://www.projectmessiah.com/”
Its not ont he download section anymore.
My models are turning into crude in Messiah. I need another look at a great zbrush-messiah workflow.
Maybe you should e-mail Taron and ask him.
In my tests I had a lot of trouble at first but then slowly found the right settings to use in Zbrush that would allow the displacement to work well in Messiah. I can’t quite remember now though. I think it had something to do with making sure to use the lowest subdivision version of your model in Zbrush as the base for the displacement in Messiah. If you don’t. . . you get odd distortions and it just doesn’t look right.
I think currently the best thing you can do to get good displacement maps from ZBrush is to use the Multi displace plug-in for ZBrush to adjust the settings for the exported map. I read the pdf file that explains the plug-in and learned alot about displacement mapping. I found that the maps for Messiah should be saved as 16bit tiffs, and my settings were set to 32 bit floating point.
Multi displace 2
Yep i got both replies at the same time.
Thank you guys!
(tearful) they love me, they really love me.
Hopefully this’ll solve my problems.
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.