A couple questions I have regarding this:
1 - Using the WrapMode slider of the Brush tab, how can one get the stroke to tile perfectly along a plane? With a value of 1, my brush seems to wrap at an arbitrary position off the plane. See below!
2 - If I can get this to work, how can I get the plane to perfectly fill the document at a given resolution? If I'm making a 512X512 texture, grabbing the document and trying to resize the image in PS is a real hassle!
Thanks for looking.
Replies
go to document menu and change the size to what ever rez you want
Here is the link to the tutorials just scroll down and you will see his on baking materials
http://www.pixologic.com/zclassroom/homeroom/
I'll try some of those other suggestions you guys put up regarding my second question. Thanks for your time!
EDIT:
Neox: Genius! It didn't occur to me that framing it would fill the screen.
Just when I think everything is working great... I find out that it isn't. I'm actually surprised that this isn't a more well-known procedure.
To Recap, this is my workflow:
1.) Create a tileable alpha in PS to show basic height details.
2.) Displace a plane in ZBrush using this alpha.
3.) Sculpt additional details using the WrapMode function of the Brush.
4.) Save out maps using a document size at the desired map size. The mesh MUST fill the document completely. I don't want to deal with guesswork!
I was foolish enough to think for a moment that framing the tool would fill the entire document, but it does not. Just to be clear, Step 4 is the problem area still.
Having a workflow that will cleanly create tileable normal maps (not just perfect horizontal bricks) is important to me. Again, I'm surprised at how difficult this is turning out to be.
**Oh, and thank you all for your replies, I have read them all, and tried to apply these techniques, and I still have these problems.
Have you seen this tutorial by SHEPEIRO? The Polycount thread for it.
It doesn't seem to be tileable sculpting so it may be of no use to you, but the end result is a tileable lowpoly + normal map and that's what you want right?
If no one has done this, maybe Mudbox has some solutions?
Also this one over at the Area, using that method you can also crank up the opacity of the displacement layer to something like 2500 - 5000 to give some real depth to the sculpt.
maybe this may help:
http://www.zbrushcentral.com/showthread.php?t=54052
it's for 3.1, but probably still applicable...
Ben: So cool! Thanks for the links. The first one looks great and should be exactly what I need.
Wailing: This is a very applicable link... but the fact that you can't easily clamp the exterior verts has me worried, and preferring mudbox's approach more.
Divi: Yes, that solution has occurred to me several times during this process! But, again, Ben's links look so much more convenient.
So far, MudBox is looking like the definitive software for tileable normal map sculpting and generation.
Certainly not to be attempted by the faint of heart.
here...
http://vimeo.com/2228433
I can answer question 1 for you. I had this problem a few times and I discovered that if you goto the Deformation tab on your tool and click Unify it will sort this weird arbitrary wrap position to the boundary of your mesh.
Good luck with question 2 as I haven't ever been able to find a decent solution to this.
p.s. I really hope Andrew picks up on this soon as it will be a massive saver..
the key is not § or ´ or ` or ' for me anyway.
1. but I'd go with pior's suggestion if you can. I'm not sure why you need wrap mode to work on a cylinder? why don't you just sculpt normally and bake? I've done this once before and it worked fine for a purely 1-axis tile
2. You're going to get weird bleedover unless you turn on axis constraints
(Transform->Modifiers). This is a pain to work with but it's the only way I know of to make sure that stuff doesn't start sliding around. If you do it this way you can probably use zmapper or bake onto another plane of the same size
but I'd be surprised if you can't find a script or plugin someone's made to fit the document to the size of the tool
Funky:
1.) Why wrap on cylinder? -- Unless you have a very thin, curved cylinder, you won't get a square map on there. I guess I wasn't understanding his suggestion completely. It'd work, sure, but I'll consider it a last resort for now. Perhaps I'm not as crazy as some!
2.) Thanks for this explanation. I'll look into this and the script.
Ark: A torus?! Let's not get silly! I think weighing the disadvantages/advantages of such a beastly sculpt, one would have to conclude that the disadvantages are far greater here. If you think about it, the ideal shape here would be as close to a sphere as possible, and then your poles are pinching. As you push away from the sphere shape, you get a non-square map. This could perhaps work for a rectangular map? (Ex: 256X512 or better yet 64X512)
I love hearing new suggestions though, thanks guys.
Sometimes it's just a matter of trying stuff. Also it's not just cylinders or toruses. A cube with no top or bottom cap, and rounded corners, could work just fine...
actually, a torus is perfect for seamless stuff.
unwrap one and see for yourself (just need to set
up the proportions right so there's no stretching on
the final UVs).
I use this in XSI where I just import an unwrapped
torus (seam in entire middle edge and 1 that goes
around radius of tube, splitting it so there's two 'ends')
place a spatial texture projection on it, then bake
out using the unwrapped UVs.
<runs off to bake out some noise textures from Z3.5 on
his custom seamless torus>
With a cylinder you would just have to match the circumference with the height and you'd have a perfect square map.
A Torus with the right dimensions would map perfectly as well, might be tricky to sculpt on though. Perhaps you could flatten it out with a morph of some type while sculpting the center then re-torus it to sculpt over the seams.
The downsides are a couple (for Zbrush, at least):
- my geometry is such that even tho my UVs are 'square', the actual polys
on the torus are stretched...so what I see in ZB is not exactly what I get
on the seamless normals (did an earlier test, and Z didn't like the overlapping
UVs I used to compensate for the stretch, so it borked the seamlessness--solution
would be to not overlap and put other half of the torus UVs in another uv-space)
- this example shows the use of surface noise...which is kinda un-precise to
begin with. so if you were going for a more inorganic texture (say bricks) it would
be more difficult to sculpt them for a nice result (probably directly relational to
your first response of 'don't be silly' when the torus was suggested)
anyhow, it's still a pretty good technique for the right stuff.
On the other hand I believe there are some scripts out there that can morph a mesh based on it's UV coordinates, renderhjs textools is one with it's swap UVW XYZ feature.
So you could do the bulk of your sculpting on a torus turned into a plane then morph it back to a torus for the seams. I'd put the main seam on the outer edge of the ring though as it's probably easier to sculpt on the outside edge than inside the hole.
Wailing: This was perhaps a useful technique in this example. HOWEVER, I'm not sure why you couldn't just generate noise in photoshop, tile it, and generate a normal map that way.
Furthermore, if you tried to do a nice, clean brick tilesheet, I think you would run into more problems than you care to admit with this. So, for anything other than a moldy old donut, you might be out of luck!
Don't onverthink it, try it man!