View Single Post
Old 6th January 2006, 18:55   #3 (permalink)
Thomas
Always learning new stuff
 
Thomas's Avatar
 
Join Date: Jul 2002
Location: Merignac, France
Posts: 11,213
Send a message via ICQ to Thomas Send a message via MSN to Thomas
<table width="820" border="0" align="center" cellpadding="0" cellspacing="2"> <tr align="center" valign="top"> <td><b>Second part : Zbrush displacement creation. </b></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>Please, keep in mind that this tutorial is not a tutorial about zbrush itself. It only shows the important steps in Zbrush. Please, refer to Zbrush website and forum as tutorials found all over theweb.<br /> <br /> First step is to import the OBJ model made in Hexagon. In Tool menu, click on the import button and click drag in the scene to create your object and don't forget to switch to Edit mode. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_001.gif" width="288" height="225" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><p>Still in the Tool panel, add UVs to your model if doesn't include them (the model of this tutorial doesn't have UVs). If your model have UVs, don't forget to do an UVcheck to see if everything is ok (Zbrush don't like overlapping UVs). The best UV mode to use is &quot;AUVtiles&quot; or &quot;GUVtiles&quot; (1) which is the mode used in the example. <br /> In the same panel, in the Morph target section, add a morph target to this model, but clicking the &quot;StoreMT&quot; button (2) </p></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_002.jpg" width="800" height="636" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>In the same panel, in the Geometry section, you can increase the quality of your model by smoothing it (Divide button) and start changing your model aspect and sculpt it. Feel free to use Projection Master, and others. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_003.jpg" width="800" height="583" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td> After some doodling, below is the result of the modifications on the original model, from two points of view. <br /> </div></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_004.jpg" width="600" height="1229" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><p>Now, it's time to generate the displacement map, which will be used in Carrara.<br /> Go back to the first subdivision level (1) but moving the subdivision cursor to its lower value.<br /> You can notice that your model without the smoothing, si now different from the imported mesh. It's because Zbrush move the vertices of the original object, to fit as much as possible the final result If your original model need to be the same as the original (To keep skinning information, etc.) in the Morph target section, click the &quot;Switch&quot; (2) button to have your original model back.<br /> If you want an accurate result in Carrara, you will need the modified model generated by Zbrush. Then, don't click the &quot;Switch&quot; button <br /> </p> </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_005.jpg" width="800" height="582" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>Below is the same model, on the left, the original (1) imported from Hexagon, and on the right (2), the same model with some vertices modified by Zbrush after the sculpting part. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_006.jpg" width="800" height="457" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>Still in the Tool panel, in the displacement section, change the map resolution to a higher value. If you want the best accurate result for your displacement, you will need to have an important value. Please, keep in mind that more the value will be, more the wight of your map will be important, as the memory needed for Carrara to handle such files. 2048 is a good value.<br /> Then, hit &quot;Create DispMap&quot; button.<br /> If you have the <a href="http://www.inagoni.com/content.php?content.2" target="_blank">Deeper plugin from Inagoni</a>, you can also create a normal map to create a more detailed render with Carrara. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_007.jpg" width="173" height="80" border="1" /> <br /> <br /> <img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_007b.jpg" width="170" height="96" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>When your displacement map has been created, it has been stored in the Alpha tab. Select it and export it in TIFF format.<br /> If you have created a normal map, it was stored as a texture on your object. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_008.jpg" width="238" height="315" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td><hr /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>Now, in the Tool panel, down all the section, open the Export one, leave the default option and export your model, in OBJ file (if you have created your UVs in Zbrush, &quot;Txr&quot; button must be one (default), to export the UVs too.<br /> If you have created a normal map, it as also been exported. </td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td align="center"><img src="http://forums.polyloop.net/tutoriaux/bobyzb/zb_009.jpg" width="170" height="106" border="1" /></td> </tr> <tr valign="top"> <td>&nbsp;</td> </tr> <tr valign="top"> <td>You can quit Zbrush and launch Carrara ! </td> </tr> </table>
__________________
Polyloop owner & Administrator - no support by PM or email.
Polyloop
[EN/FR]
- Meuuh [FR +16 ans] - Totyo [FR] - Pixologic [JOB] - Le ZBlog [JOB] - La3dpourlesnuls [FR]

Last edited by Thomas; 22nd July 2008 at 11:11.
Thomas is offline   Reply With Quote