My institution recently acquired ZBrush. Granted, it is still being tested across the network, and no one here knows how to use it. In an attempt to push myself farther and harder I am determined to learn how to use it to make normal maps that are, "full of sex".
In all the areas I am lacking, I know how to unwrap well. I have seen some maps from ZBrush that are indecipherable checkers filled with normal information.
My hope, is that if you unwrap your lowpoly in Max first, and then take it to Zbrush, you will preserve the UWV coords. Am I wrong?
I have scoured the forums, and the web, and cannot find anything concreted about how to get a model from Max to Zbrush and Back.
If you take it to Zbrush, do you just bring the Normal Map back to Max, or do you still bring the High Poly model to Max and still do the comparison?
For planning; in all these awsome models that we see (take the Dominance War for example) did those models start out with the blocking for the lowpoly, and have the detail (and High Poly) made from it?
Or did they start as gorgeous highpoly, and have the lowpoly made -around- it?
I know I have a tendancy to bombard you with questions, but you all have been helpful in the past. In short, is there a standard workflow for this sort of thing? How do you go from Max, to ZBrush, to Max? If I want to do this, are there reasons I would be better off learning Mudbox? Which is more intuitive? Which one fits my needs better(I only want to Normal, not make whole pieces).
Thank you for your patience.
-Andrew B. Chason
If you have links to web resources that could help me, or someone like me, out please post those too.
Replies
http://www.poopinmymouth.com/tutorial/normal_workflow.htm
http://www.mr-chompers.com/tutorial/video/zbrush2_max7.zip
http://www.3dtotal.com/team/Tutorials_3/making_of_thrull/making_of_thrull01.asp
The last one (Mr Chompers), and probably more up my alley, is corrupt.
I am now struggling with the idea of making something in Max, taking it to Zbrush, and bringing it back.
Are most models made High, and then they make a Low to compare it to? Or do they start Low, make a copy, and then add detail to the Low to make it High?
I know how I do it, how do the -Pros- do it?
If you layout your UVWs before taking your model to Zbrush does that eliminate the horrid checker pattern?
If I -do- take something Low, to Zbrush, and make it High; is the Normal map made from Zbrush, or do I need to bring the High model back to Max, and the the comparison to get the normal?
Thank you again,
-Andrew
Thank you,
-Andrew
I am still a bit shaky on the stage where he unwrapped it. It was unwrapped in Max? If so good. But, then how did that UWV info get to Zbrush for when then the High to Low comparison was made.
Also, in Zbrush, base 1 is your lowest poly? If so, then I get it.
Thank you again.
-Andrew
Never knew you could rig with Dummy objects. Guess you learn something new every day...
Some people do use Zbrush for baking as well, but I've never managed to get anything useful from Zbrush