I import .ma files into Z. The only caveat to that method is that if you have multiple objects in the Maya file, only the first one listed in the Outliner will actually import into Z. Keeps all my creases and allows me to only have to manage the Maya file, not multiple-format exports.
Yes I too am plauged with the Ctrl+Z while drawing, altough the one time I was drawing at my computer and I messed up and was hitting ctrl Z on my keybaord for about a minute until I realised I really should take a break and lay down a bit.
For this assignment, we had to use Z Brush, Maya, and Substance Painter. Learning Z Brush and Substance at the same time was very stressful and i ran into several problems along the way. However, I've learned a lot in all 3 programs during this project and i'm excited to keep learning and improving my skills. It may be…
Used photogrammetry to create this photorealistic rock. We get the best quality organic textures using this workflow. Photo-scanned using 55 images Processed in Reality Capture Modeled in Maya and ZBrush Highly detailed model Size: X:164cm x Y:61cm x Z:134cm Centered on X,Y,Z axis Rock Hudson
Hmm, a friend of mine was having issues with Z Passes in realtime also, here is my old shader, but slightly corrected for Z-Depth, mind if you guys take a test on it? http://www.mediafire.com/?zpn0fb2bv45mx4t You should be able to changed colors and go upto 5 digit values incase (like me) you're using M/CM units in Max.
Pretty much. I think Z brush actually uses vertex colors when painting on the models. Since the Meshes in Z brush are pretty dense, you wont see any obvious interpolating. If you use Zbrush. Give it a try on low poly models and than High poly ones. Im not 100% about all of this as I use Mudbox.
Thanks again NicolasW for the shout out. Just wanted to mention that I did not discover the technique :P Richard Piper did a great job breaking down a brick substance that he made. He mentioned the technique in his video: [ame=" https://www.youtube.com/watch?v=eQDANCW-z-Q"]https://www.youtube.com/watch?v=eQDANCW-z-Q[/ame]
kodde I can't figure out your shader graph I'm not good with the tech art. I tried plugging point camera z into v coord of ramp then ramp out colour to value z and then out value into surface shader, no luck I got a tiling ramp could not figure out how to remap the range from 0-1.
The kind of z-fighting you get in modern engines isn't the same thing since the zbuffer is per-pixel. The old problem was where entire polygons would draw in front of the other polygon. Now you might get a checkerboard type of z-fighting - it was impossible for only half a polygon to sort badly.
Really awesome work! I do agree with Josh though. I'm a big z-car fan and you don't see a lot with bigger wheel / lower profile tires so it looks a little matchboxy to me but that's just my opinion. Really great work though! Love the Fairlady Z mirrors. :)