Blender & Zbrush

If its a really big texture couldn’t you use a compressed format? Displacement works fine if you use 3 sub levels, this was as of 2.41. It may work even better but make sure you export from zbrush at 32 bit rgb. This seems to be ideal for displacement maps. You may be able to convert normals maps into grayscale bump maps. This may help with high frequency details and not kill lighting.

Nope nope nope, Blender displacement doesnt work well atm, heres a shot: Stairs everywhere: http://www.pixolator.com/zbc/showthread.php?t=36558

i tried converting 32 bit maps and to use 16 bit maps, results are the same. There must be some internal displacement resolution problems i guess.

And to N-Gon: Bugger off, you pirate kiddy. Just because you pirate stuff, doesnt mean others do as well. Were not speaking of a huge pricetag here you freak, go away! Idiot! People like you are the reason why the world is bad, lol.

Need help!
Problem:
-I make a rough mash in blender
-then I export it in Zbrush as OBJ
-after detailing and texturing I eksport it back in Blender

Result: the UV-s dont mach. I’ts all distorted.
I’m a complite newbie in 3d graphics, otherwise I’m a culptor.
Can someone explain the procedure step by step?

Thanks!

UV map after sculpting.

If you move around the seams in Zbrush, but do not change the UV’s to reflect this, you will get distortion.

Dear Roja, could you make some tutorial for us how use zbrush and Blender all togather, I believe its will helpfull for us. I looking for your tutorial:)

Endragiri:

Well, there’s not much of a tutorial I could write…it’s really up to what YOU want to do or make. Basically all I could say on the subject I wrote in my first post here, about importing/exporting back and forth between blender & Zbrush. Will be interesting when Zbrush 2.5 comes out, with the mesh projection and non-linear workflow. That i’m looking forward to, as it could change your whole workflow and make things easier if it can do what I’m hoping :slight_smile:

If you have any questions I’ll try to answer them though!

Well, with the new CVS build supporting the Tangent Space normal maps, I just had to do another test!

Here are my results below. Definetly works now! If your normal maps are done properly you can get good results with low polygon models. I see that I could have worked on that more in a few places…such as the ear. The high res model doesn’t have weird artifacts like that…so I’m not sure why it happened.I am still learning Zbrush and normal mapping, so I’ll find out eventually.

Please excuse my sorry attempt at a render(yes i’ve still not learned much in that category :p). If someone would donate a lighting and material setup that I can stick this model into to render nicely that’d be great :smiley:

Edit: much better final render here: http://blenderartists.org/forum/showthread.php?t=77237

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Hi Roja,
its nice worked and made impresive to me.
indeed until now i didnt know how to used normal map. I have search for its and find at http://www.edwin3design.com/root/news.htm but its for MAYA user and I still confused. at http://www.blendernation.com/2006/09/11/blenderzbrush-tutorial-old-man its didnt used normal map.
therefore could you share to me how used normal map did. From your test normal map I wanna learn about it.
thank before

Can you please post rendertimes (with and without normalmap) ?

The render times were very insignificant. Like a minute or less…honestly very little different with/without the normal map, I was also rendering at a low resolution with basic lighting & materials.

Edit: Ok I just did a test render again on it to get you the render times:
9.79 seconds with normal map
5.31 without normal map.