3Ds Max to ZBrush Retopology and normal map pipeline (Arabic)
in this tutorial i'm using 3ds max, zbrush, xnormal and photoshop. topics covered: 1-surface noise 2-retopology 3-baking normal, ao and cavity map 4-applying ...
عندك حق الزيبرش برنامج لل organic modeling اكثر من اي حاجه ثانيه بس يمكن يتعدل ال بيكنج نورمال مابس في ال 4r7 اعتقد انه هايبقي افضل بكثير حتي لل hard surface
+haib masu العفو لكن على فكرة الزيبرش مهو بذاك السوء ... لكن يظل الزيبرشو أي برنامج أخر بالبكينج تبع النورمال لا بد يكون فيه أخطاء ... ولازم بالنهايه تعدلها بيدك وأكاد أقلك شبه مستحيل تحصل نتيجه من دون ما تعدلها بالفوتوشوب ...
Maya to ZBrush to UDK - Part 23 - Exporting the normal and displacement maps.
Static Mesh Workflow - From Maya to ZBrush to UDK. This series covers the creation of static meshes in Maya and generation of Normal, Height and Texture ...
This tutorial takes you step by step through setting up G3F for Zbrush (I forgot to make a version with no eyeballs or inner mouth, but you hopefully know how to ...
Looks good, SickleYield. I've done a PDF tutorial for setting up figures
previous to G3 with multiple tiles using Blender to do it. You can get it
from here:
https://drive.google.com/file/d/0B19JhjigT8XbcDZMVnRFNzFhdDQ/view?usp=sharing
This will let you use the Multi Map Exporter with older figures.
+SickleYield Sure, I have a thread on the forums with it, too. //www.daz3d.com/forums/discussion/66307/creating-multiple-tiles-for-daz-figures-in-blender I originally did this for Ghost of Macbeth who needed the information.
+Cris Palomino I know how to do it (I've had to for several products), I just didn't feel like going through the entire workaround for the tutorial. Hopefully that's a help to someone who is still on G1 or G2, though, may I distribute it on the forum if asked?
ART258: Part 5 -- Creating high-resolution Normal maps in zBrush for Maya
In this tutorial we'll cover how to export your base mesh from Maya, how to import it into zBrush, how to navigate and sculpt in zBrush, how to create a normal ...
Zbrush to maya pipeline tutorial
Zbrush to maya pipeline tutorial by Mr. John Leihao.Hi everyone, here is Z brush to maya pipeline tutorial by Mr. John Leihao. It explains the process of exporting ...
Hi Dharmesh, you have two options 1). unwrap the uvs in z brush only, then
create normals map for those uvs and export the lowest subdivision model as
obj. Then import this obj in maya and use the generated normal map, this
obj will have same new uvs from Zbrush. 2). You can unwrap the model in
maya and use topogon to transfer the high details of normal maps and
texture on the new unwrapped model. Or open the high mesh in topogon for
retopology there. But you will need to learn topogun for that.
Well, if u wanna have the fun and enjoy the adventure of real hunting in
forest then that wont be available in McD 3 miles away.. :D LOL, no you are
right Go Z is cool, but this guy John speaking in tutorial is using Zbrush
from the times when there was no Go Z so you can look at it as techniques
used before this stuff was there . :) There will be stuff even better then
GoZ in future but knowing Goz wont hurt anyone. :)
You can create a basemesh and add little detail in maya to create your low
poly character, later unwrap it and bring to Z brush for detailing. export
the normal maps if you are having problem with displacement map. Use the
generated normal map with the low poly character in maya. Normal maps are
lighter then disp maps still do a great job of making low poly character
project the details of high poly one.
You can create detailed characters in Z brush in poses and render images
and turntable video. But if you want to render video with character
animation then you'll need to first create the character in Z brush in a "T
pose", then export the character from Z brush into obj file and import that
obj into maya. Here in maya you can rig and animate the character as you
want and render out the video from maya.
yeah but why reinvent the wheel it just so much work todo when you could
just click a button and be done with it. Thats like me saying I'm gonna go
40 miles out into the forest to possibly kill a deer and skin it and cut it
up and cook it instead of going to Mcdonalds 3 miles from here.
@gandhi420430 - Displacement map can provide better quality output but eats
up alot of memory while rendering so it is used where its really necessary
like detailed main character and for normal stuff like props etc normal map
can be used as its lighter on rendering.
Thanks for your input, this tutorial was recorded by my sir Mr. John
Lieaho. His accent is little different but the knowledge he shares is
valuable. Thanks for the suggestion of taking out cool from my name, but
I'll give it a pass for now. :) God bless u. TC
Hey Mr cool you have put up a great video tutorial but do you mind not
being such a wannabe cool guy & removing one word out of you mouth every
minute,man this made the video go on for so long when it could have been
short helpful and to the point
thanx 4 reply can just guide me in one more thing displacement vs normal
map 4 gaming normal map works best bt wat abt production?which is better in
terms of quality?disp or normal??? i guess displacement wats ur advice on
that
Thanks for the tutorial, I just subscribed.
I have two questions:
You plugged the normal map into the displacement of the Output Node. Does
doing it like this result in an increase in geometry? Is it significantly
heavier on the system than a bump map?
Is there supposed to be a black screen from 6:47 onward?
Thanks again for the tutorial.
+michaelemouse1 hi, the normal map doesn't increase the geometry it's like a bump map ,also you can plug the normal map into glossy and diffuse nodes ,sometimes you get a better result, here is an exemple //urtuts.blogspot.com/2014/10/blender-tutorial-how-to-apply-normal.htmli just realized about that black screen, but the tutorial ends in 6:47 don't worry ,i think when i edited the video in camtasia for some reason rendered 12:48 ,thanks for let ot me know and sorry for that.
you can paint on the model in Zbrush if you want. It's very intuitive and
really cool. I'm new to Zbrush as well, but that's the one thing I've
seemed to excell in. To get a good texture, you'll need to subdivide pretty
hight though... think the best was 5 or 6, which is my limit, but that may
have just been because I was also painting texture too. The only thing I
haven't figured out is how to paint material in just one location... It
places the material over the entire character when I try.
hmm, it could be any number of things.. 1. Click "switch color" under the
"color picker". or 2. Make sure you have the right mesh selected and drawn
on the canvas. or 3. You ARE still in edit mode. or 4. Either "Mrgb or rgb
" are turned on.. found next to Move, Scale, Rotate. If it's none of those,
please feel free ta message back and let me know ^_^ If anything, just save
out your model as a ztool or export it ~ either way will save the UV's ~
then just reopen Zbrush and import/open it again.
There are a few ways to do this: 1. Toggle "Local Transformation" ~ found
on your sidebar (Button above L.Sym). 2. Use hide/show masking to focus on
a specific part of your mesh (activate it by holding Ctrl + Shift + drag
over area you want to highlight). 3. Use polygroups or create separate
subtools and press "F" to center camera on objects. Hope that helps answer
your question.. if not, I'll see bout creating a "Community Question Vid"
on camera controls and post it up today or tomorrow.
lol, this is actually a pretty common question... but no, you don't have to
delete your highrez sub divisions. You'll create something called a Normal
Map or a Displacement Map, depending on the complexity/detail you wish to
retain, when you render your model. I've been working a while on a rigging
set of tutorials, that cover this and many other things.. but they'll not
be finished for a bit. Since I can't put links in youtube comments, Google
"normal map or displacement maps in Zbrush?"
Thank you. I just got the Z4R5 update today and needed to map my project
for my class. Instructor said I needed to make the file smaller and I'm
trying to figure out how to do all this without loosing all the sculpting I
put into my model. The one thing I'm having problems with though is that
while GoZ finds both versions of Photoshop installed, it's ignoring my
installations of both Maya and Max. Now I can't figure out how to make it
search again without reinstalling... any suggestions?
Hmm, I thought bout uploading her model for download w/this tutorial.. but
really, the process is pretty much the same regardless what model you use.
The tutorial teaches the "process" of painting on UVs. However, I can
understand the frustration of not being able to "follow along" with the
Maya import, high rez texture and rendering. ~ however, that bit was just
added in to showcase what you "could do" with a uv'd model. IE: its not
required to understand the basis of the tutorial.
Is there an easier way to rotate your object around a specific area ? I
find the rotation controls to be too loose. If you look at mudbox for
example, you could frame your camera on a specific area, and when you do a
rotate, it stays steadily focused around that area. With ZBrush I wasn't
able to find that extra control, especially if I wanted to frame (F hotkey)
on the face or on the hand. Zooming in manually and trying to rotate around
such areas can be very frustrating.
Can the UVs and Normals from Zbrush be used in a Video Game Engine of some
sort ? Coz a lot of people i see, say that for that its better, or i must
use Maya/Blender/3Dmax. But from i can see in this tutorial its actually
quite easier to do it in Zbrush. So can i import all those things in the
Game Engine(Unity) and do my stuff without causing any problems? Or i
really need to use another porgram ?
Ya, honestly.. it doesn't really matter what program you create your UV's
in... UV's are "universal". You can even edit UV's you've laid out in
Zbrush, in Maya, if you really wanted/needed to. ^_^ The only difference,
as you seen in the vid. Is the amount of time you dedicate to creating
UV's. Just choose the program you have the most experience with or is the
fastest.
hey , i ve got a question thats really bugging me .. whne i do the normal
map from subdvisiion 1 , i get u can in zbrush se those really boxe edjes,
not smooth at al , and when i press goz , thoose edges turn up in maya
aswell . .and if I do the normal map from a higher subd, the detailj goes
away in maya , would really need help here .. thx in advance.. : )
You know what, if it's not so much to ask, could you create a video
regarding this issue ? I'd like to see how a pro would do it and how long
it would take. When my scene has multiple objects, using the Ctrl + Shift
and highlight area doesn't quite do the trick coz the other remaining
objects would still be visible.