Hello I've been following a tutorial on making a brick floor that involves sculpting a few High poly bricks in zbrush than bringing those into 3d package to Instantiate into a modular floor piece, to then create a low poly mesh around the whole thing to bake.
I'm aiming for 16 bricks in total.
However the poly count is 1 million per brick so it's not working out too well :x
However the author of the tutorial says as long as you instantiate your bricks it should be less of a strain on the system.
I tried creating the model and instantiating it but I crashed after a few bricks.
Any help will be great.
I'm at work and cannot post pics but I will later.
Thanks!
Replies
http://www.polycount.com/forum/showthread.php?t=83186&highlight=orb
That artist made the high poly floor piece with 5 slabs made in zbrush....
Thanks.!
Just add all the instances and the original model to a group, and use the group for Ultimapper's high resolution source when baking your maps.
(Side note: You may also want to try using Zbrush's Decimation Master to get the brick down to a lighter polygon count. Ultimapper can read displacement maps on the high res source as well).
But when I add the original brick to the 3 instances than create a group. Ultimapper renders a blank blue map.
I selected the group node in the Explorer by picking it from the Ultimapper Hi res source.
Heres the pic of the setup.
http://img859.imageshack.us/i/ultimapperhelppic.jpg/
This pic shows it working when I just pick the first brick (original model)
Thanks!
edit: for some reason the instances are not rendering to the map. I also discovered in the explorer that there are other group nodes hidden in the original object... I tried selecting those as source but still only original brick renders.
The LP plane has uvs.
Thanks
What does your explorer look like with all the nodes/groups expanded? Be sure to middle-click the instances and models in the explorer when adding them to the group.
If that fails, create a new scene and try setting it up again (using simple spheres instead of the highpoly bricks). Should that not work, save that test scene and send it to me so I can have a better look how it is set up.
Thanks!
It looked like selecting the models with middle click before creating the group fixed it.
Why the middle click?
Thanks again!
However I am trying to create a low res mesh around them at it's running waaay to slow.
So I decided for the purpose of creating the low poly mesh I was going to use the polygon reduction function in Softimage. Then build the low res mesh around those poly reduced bricks. However it's not in my menu??
Modify>PolyMesh>Polygon Reduction. Its supposed to be there but its not.
Any Ideas?
I have version 6.
Thanks.
Chris.
Since you're running into performance issues: as far as retopologizing a new low res mesh goes, you don't need the surface detail of even the 400k decimated brick; you just need the basic form/silhouette. So just export one of the lower subdivision levels and use that as your guide instead.
I think I'll use zbrush's retopo tools. They look like they work well . Sticking to the surface of the hi rez mesh and all...
Cyrid. what do you use for retopo? Softimage?
3d Coat looks cool. But Zbrush tools look on par with that.
What is your opinion?
Thanks
Chris.
http://cryrid.com/art/?p=60
If you put a city block on the head of a pin and step across the street to take a picture of the pin, you're not going to see the city block... you won't even see the pin.
Also... http://www.zbrushcentral.com/showthread.php?t=071265
Aslo.... http://www.topogun.com/
The surface snap tool in Softimage is working as expected now. Maybe it was because before I did not make my hp mesh unselectable.
And basically what Mark Dygert is saying is that very fine details will not even show up in a bake. So why bother with the wasted time and head ache of working with such objects!
Yes, this works fine for me too. Also unlike topogun it give you an ability to use all SI tools to retopo your model - that's cool!