In zbrush he masked them using the grey alpha mask and used the inflate brush to raise those portions only in zbrush. The uv's were layed out in Max prior to exporting them to zbrush, you can see his base mesh it's the dense one and the uv's he's showing are his low poly cage IIRC. I also updated the post I had forgotten…
so lemme get this straight. you unwrap your low poly model, create a height map of your details using the unwrap, and you use that as a mask in zbrush? and it will know where to put the details since it's unwrapped? what is this called in Zbrush? I really want to give that a try
popeye9, how did you get the alpha to follow the UV's of your model in Zbrush? I'm stuck on that step. I made a simple box, uv'd it, made a simple heightmap, imported both the box and the alpha in Zbrush. I select my alpha, then clicked "mask by alpha" but it doesn't apply it using my UV's
I use zbrush for stuff like this cause if I want to change the look I can either sculpt right then or create the tiled map right then with zbrush. Its also supper easy to take this and add some damage along with painting the model. The other reason is I dont own crazybump. I am not sure if I am doing it right cause I have…
i found out that I needed to flip my height map vertically in photoshop before importing to Zbrush in order to line up properly. So it's working great now, thanks popeye!
Some more goodness from Stefan. A little on how he is using zbrush for pillar objects, etc. If any of you other enviro artists feel like sharing feel free.. :D
hi guys as mentioned by Popeye9 I'm importing the height map that's made in photoshop as a mask.it's just like importing a regular texture map,it will follow whatever uv's the model already has.unlike a stencil which you have to manualy position. the actual zbrush workflow takes only a few minutes.that column on the…
The texture was created first in max and applied in zbrush so you would uv your model place make textures for each area you want ie: you make the multi object material for your model so for the house. I have one black and white tile for roof one for walls and one for the corners. when I have all the maps I render to…
he probably just transferred his uv's, via his modeling app. In zbrush you use the mask tool and just move the image around until it fits where you want it, and then use inflate. When you export the texture it will be on the uv's you've previously laid out in the modeling program. AFAIK.
I have used this same technique since ZB2. Its just masking by intensity then inflate deformation. You want to inflate about 5 then smooth then repeat until you get the results you want. Then you can also use the stencil to add cracks and what not or an alpha and the drag rectangle. Its pretty fast I can knock a quick…