i am really liking zbrushs ability to detail meshes.. i find it faster than using photoshop and less of a pain in the ass to go back and forth between photoshop and engine or back to max to see if your overlay setting are right.in zbrush you know EXACTLY what the final normal map is going to look like and painting pores and details like wrinkles is super easy (thats why everyone on the zbrush forums covers everything in useless detail).. but there are some people that think its a waste of time to detail your meshes in zbrush because you cant get the model into max.. well they are wrong.. here is a another horribly compressed vid tutorial..
GETTING HUGE MESHES FROM ZBRUSH TO MAX
this ones compression is really bad.. but i checked it out.. and everytime i click on a button or rollout that area is clear and i think if you watch it you will understand everything that is going on without a problem..
hope you like!!!
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Now I just need to have a reason to take my zbrushings into max for normal mapping.
ewooz: yeah the reason you have to invert the green channel is because i flipped the map.. when you render a normal map each channel represents a direction in space.. if you flip or rotate the map, then your normals are now going in diferent directions and you will have to do some channel inverting to compensate...
I WISH
lol nah seriously though I just import it all in max, and it tends to actually work, I do it in parts ofcourse and in the end I get like a 5-10mil poly mesh, but oh well as long as its not all showing at the same time ur good, and then I just render the normal map in melody in pieces (which is how u'd do it anyway. then set all ur pieces to display as boxes unhide all and make a pimp highpoly render
both machines I've done this on have 2+ gigs of ram though. max ends up using 1-1.5 gigs while just working with these meshes.
Cool model by the way.
But could you make the video higher qaulity?
mr_Rockstar: Any chance you could do a tutorial on using Melody with Max? I tried the latest version and it just totally refused to render a normal-map, I'm pretty sure I did everything right!
One quick thing. Instead of bumping up your normal from 1.0 to 1.8, you should have first made the bump map 100%, as the default is 30, and you left it like that. So it was only giving you 30% which is why you had to bump it up. I prefer doing it at the map level first, as that puts it back to 100% accuracy from zbrush.
Keep em coming man!
@poop... the normal bump map dosent use that value at all.. i tryed it out..you can even change the number to 0 and it will yield the same results as 100 when you render.. only that normal value of 1.0 changes the intensity.. give her a try.. its weird that works like that..
sorry i am so annoying next time i will hire james earl jones to recite everything..
I'm still reccomending this so don't feel bad, I appreciate you effort.
video: 25fps, keyframe every 400frames, better compression
audio: interleave every 1 sec, PCM (data rate as low as possible depending on how much quality you wanna compromise)
Under Capture settings: toggle on/off disable hardware acceleration during capture. My system works better with it off and Im on win2k. Give this a go, it should make a difference.
And thanks for the vids.
and there is nothing to install.. its just an exe
http://sourceforge.net/project/showfiles.php?group_id=82303&package_id=84358
the problem with video tutorials is you need to see the word on the screen and interface so we are looking at 800x600 resalution min.. then you have audio ontop of that..the lowest i have been able to get a 10 min 800x600 vid with audio is 20 megs wich is just too big for bandwidth reasons... so i chose the wma format cause i can get files that are under 10megs and you can understand the audio and acually make out the text on the interface. its the only format that can do that.. mpeg looks like i ran a mosaic filter from photoshop on it.. its horrible... if i get more bandwidth i can upload bigger files