Hello,
I have created a 3d head in Zbrush as a low res obj file with its displacement map, specular map, color map and bump map.
In order to finish my model i need a 3d package that can support both a displacement map and has the ability to create hair. I just want to create a final render as photorealistic as possible.
Maya is so damn expensive and hard to get but this package is free. I am new to blender and i just downloaded it for my mac and started watching tutorials.
But to cut a long story short i need help to get started in the following:
How to import my low res .obj file and attach my displacement map so that when i render the image it renders the hi-res model that i created in all of its glorious detail.
how do i attach all of the maps (auv tiled). The color, bump and specular maps
how do i go about attaching hair. Everytime i try a tutorial it says that the model needs to be a certain type of mesh or something.
I can work out how to attach the materials etc myself.If any one can be of assistance it would be veery much appreciated.
Regards,
Brad.
I’m afraid you wont be too happy about your results without knowing quite a bit about Blender. If you think about it you are trying us a bunch of power-user features right out of the box without any knowledge… Blender is in some ways the antithesis of a “point and click”/“drag and drop” 3d solution.
Anyway back to your question. I’m going to give you the short version, but you will probably need to look up specifics elsewhere for every step. Blender noob-to-pro seems nice, and there are a bunch of docs linked here: http://mediawiki.blender.org/index.php/Main_Page
First open Blender, then in the file menu click import and select the obj importer.
The obj importer may have a number of options, you will need to play around to see what works best with zbrush output.
Once you have a mesh you will need to get a decent scene built. This can be as simple or complex as you want. Two things that are required though are lights and a camera pointed at your model. To add things to your scene press ‘space’ and look under the add menu.
Once you have your scene setup and your camera pointed right (press numpad-zero in a 3d view to look through the camera) you can do a test render. The quickest way to do this is to press ‘F12’, otherwise you can find the render buttons and press the big ‘render’ button there!
Next you will want to use your maps. You will need to select your mesh, find the material buttons, and add a new material. From there you will need to add textures for each of your maps. The mapping for all of them will be UV, but from there you will need to set how they are used per map. Blender can map color, spec, hardness, reflectivity, bump, normal map, and displacement among others.
Once you have maps assigned you can render again and see that everything has gone bad. You may be getting bump and displacement, but it is still acting on your base geometry. To fix this you must go to the edit buttons, add a sub-surf modifier, and increase the render time subdivision level to something comparable to your final mesh in zbrush.
At each stage there are numerous settings that can be tweaked to improve your results. So many in fact that I cannot begin to list them. I know there are people who have imported zbrush models into Blender, if you do a forum search you may be able to learn more about that. But for the rest there is no other recourse but study and practice :Shrug: