Hello I d need to make a simple layered rock , I made a model of rock in 3dsmax , I need tomake more but , first I d like to find a tutorial on how to make a high poly model of the rock in zbrushand add layered look like those :
etc , I want to make it in zbrush then export a baked texture ( not a normal map ) and appy in photoshop to my low poly model , is it possible ? Do you know any tutorial I may follow to do this in zbrush ? I dont know much zbrush , I know more 3dsmax , but I dont want to make long lenght courses for it I just want to scratch in some stuff and export a good baked texture for it ...
Can any one help me ?
Thanks a lot in anticipation to anyone that will answer ...
Thankyou for your answer , I have tried to make this small simple obj , I imported in zbrush , went to zmapper and generated a cavity map and I went then to texture , export and saved as psd file , I applied then the texture in my max , but it dont matches the uvmapping .... I am doing something wrongor cavity maps do not suppose to use the same uvmapping?
I think* the only uv's that matter are the ones on the final low poly rock. It looks to me like those are the ones that are messed up and probably need to be redone before you can rebake?
*Not exactly familiar with that particular workflow.
I think* the only uv's that matter are the ones on the final low poly rock. It looks to me like those are the ones that are messed up and probably need to be redone before you can rebake?
*Not exactly familiar with that particular workflow.
tyhe uvmapping are precise and fine are a perfect squared image qith quads I imported with this uvmap and when I exported the thig didnt look good , may be the obj conversion messed it up ? but after I imported the obj in max it still hade the right uvmappign , but the cavity map do not coincide...
here is a link to the obj file , may be someone could give a check to see how I could make a occlusion map with the all details from zbrush ? thats what I want to achieve anyway ... the mapping coordinates I dont want to change or mess up with ....
erm I don't know if this will completely fix the problem but looking at your unwrap, theres a bit of stretching
may I suggest pelt unwrap and relax for it?
left= your unwrap right=pelt and relax. It obviously then needs a few further tweaks but it's much neater off the bat
I know for the stretching issues , I cant tough absolutely change the unwrap couse its a sculpt mapping for agame item , I need to leave that as is , I actually worked on the shape but cant change the stretching and so that I will try to change in PS , I just need to know why the concavity mapping from ZB doesnt coincide with the uvmapping of the item .....
Just taking a guess here, but I think you baked the concavity map to the high poly ZB model instead of the low poly. You should be able to adjust and tweak the UV layout for the low poly and rebake at any time.
I don't do any baking in ZB, so I would bake it in 3dsmax. For that you use Render To Texture, which lets you select the high poly and project it onto the low. The at that point the only UV layout that matters is the low poly.
I'm sure there is a way to do it in ZB, but I've never done it. Personally the app is a little assbackwards and I have trouble wrapping my head around it.
Yeh I know how to bake in 3dsmax but I wanted just to bake out of ZB all the nicely carced in details without need to make a normal map , isnt possible to save proper uvmapped this cavity map?
Replies
This was originally posted by a Okkun in this thread:
http://boards.polycount.net/showthread.php?t=50160
Some pretty good tips and tricks in there. Hope it helps.
here a pic , zbrush on left , max on right .....
http://img4.imageshack.us/img4/9602/74691118.jpg
I did that flipped , rotated , inverted etc but didnt work seems wrong ....
MAy be I am missing something ? may be the uvmapping of the rock that was be4 is messed somehow by the cavity map ?
*Not exactly familiar with that particular workflow.
http://www.megaupload.com/?d=JEJ24E67
hope in any help ....
may I suggest pelt unwrap and relax for it?
left= your unwrap right=pelt and relax. It obviously then needs a few further tweaks but it's much neater off the bat
I'm sure there is a way to do it in ZB, but I've never done it. Personally the app is a little assbackwards and I have trouble wrapping my head around it.