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zbrush mask by AO

electricsauce
polycounter lvl 11
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electricsauce polycounter lvl 11
I'm trying to make a mask by AO in zbrush, but it seems to calculate the ao by using my lowest subdivision level. Is there a way to force it to use the highest subdivision levels, or is there another workaround for this?

ZGrab03.bmp


ZGrab02.bmp


On a side note, I made an ao map using the multimap exporter (which worked fine) but when I tried applying it to my model in zbrush, it didn't seem to apply it with respect to my uvs. Any ideas on what I'm doing wrong? Thanks.

ZGrab01.bmp

Replies

  • AlecMoody
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    AlecMoody ngon master
    zbrush calculates AO based on the active subdivision layer. It doesn't look like your model has any subdivisions in that image.
  • electricsauce
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    electricsauce polycounter lvl 11
    I took that screenshot a t the lowest subdivision level for clarity. The model has over 2 million verts. It seems that zbrush calculates ao per vertex instead of per pixel which is giving me that non-uniform mask. I dynameshed my model and masked by ao and the result is what I expected in the first place. Now I just need to figure out how to get my mask to my non-dynameshed model.

    ZGrab04.jpg
  • AlecMoody
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    AlecMoody ngon master
    Yeah, its all done per vertex. I have been doing my AO in zbrush for a while. I find that if you pick the right subdivision it is much faster than letting xnormal calculate it, the results are cleaner, and have more detail. This becomes especially helpful when you have a really high density mesh.
  • electricsauce
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    electricsauce polycounter lvl 11
    Getting all this done in zbrush also has the advantage of batching all of your maps. I'm trying to paint my mask and transfer the polypaint data to my origional uv'ed mesh, but I can't seem to get a decent result using projectall. Xnormal looks perfect though.
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