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Sculpty Program Advice.-ZBrush?

2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-10-2008 23:08
From: Lana Tomba


Someone has informed me that what I thought was a uv map isnt one..and i actually exported nothing from ZBrush and imported nothing into Blender..and it was in fact a displacement map. Please exscuse me for slaughtering the terminology with my poor symantics...any suggestions on a program i can use to make a texture for my model?


If you're taking the Blender route for converting meshes into sculpties then I would suggest that you use ZBrush for creating/painting the textures and then see about using Blender for baking the lighting into your textures. This is all assuming you even want lighting and shadows.

I'm guessing you're taking the Blender route because you understandably don't want to be buying more expensive software. In that case, if baking lighting in Blender proves to be too difficult then you may consider using ZBrush for also baking the lighting. But it's gonna be hard work.
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
02-11-2008 01:17
Here's a ZScript for Zbrush that makes baking the material and lighting easier. It doesn't work perfectly for every object but it's much easier than baking the textures manually. It even locks the light source in place so that the lighting is consistent across the entire texture.

Material Baker by David Ikeda

http://www.davidikeda.com/zscripts/materialbaker.html
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
02-11-2008 01:32
From: Vlad Bjornson
Here's a ZScript for Zbrush that makes baking the material and lighting easier. It doesn't work perfectly for every object but it's much easier than baking the textures manually. It even locks the light source in place so that the lighting is consistent across the entire texture.

Material Baker by David Ikeda

http://www.davidikeda.com/zscripts/materialbaker.html


Ha! I was just reading about that before calling back here and seeing your post!

I also found this rather simple looking method over here:

http://sebleg.free.fr/tutorials/zbaking.html

I've not tried it yet though.
Usagi Musashi
UM ™®
Join date: 24 Oct 2004
Posts: 6,083
02-11-2008 01:56
many thanks
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 02:55
From: whyroc Slade
Thank you for the clarification Hypatia.. seriously. I admit I have only dabbled with Z brush but have managed to get some very good results with it but I have no idea of its limitations. I dont know if the effects i can acheive are limited due to AO or global lighting but I find it is an enjoyable program, especially the 2.5 d painting techniques can be rewarding

My comment was based on examples and comments I see on the Zbrush central website and in thier forums.. i guess they are biased maybe i dont understand thier workflow correctly.. I have looked for ways to get a certain shiny or wet look to my sculpties so have explored quite a few options ..and was able to acheive this in Zbrush with the projection master scripts..

On a side note, I would just like to thank you for your contributions to the Sl sculpty community... Your wikis and posts have helped me immensly;)

-whyroc


smiles, thanks :)

yeah, the limits is you dont have ambient occlusion - (though you can do cavity baking) and you don't have irradience caching, which can give a much smoother, realistic global illumination effect. You don't have advanced lighting options (such as HDRI - which I use to up the realism) You don't have linear UVs (which results in a slight distortion - modo has an option to use them). You can do material capture in Zbrush "matcap" which can give you a very cool effect and bake that off though. You can fake the specularity and shiny with Matcap, but there's still an added boost with real HDRI. It just depends on what you are after... you can do some fun stuff with matcap.

and of course zapplink to Photoshop is a major boon for texturing - zbrush + Photoshop are the two apps that are still my favourites for doing skin creation. (because Photoshop simply has more tools than anything for working on a skin, and those dodge and burn tools + healing brush are golden) But with sculpties I found that texturing in Modo was easier than the zapplink route - due to stretched uvs that are simply dealt with easier in Modo via normal projection painting, and ZBrush having the usual little nags that have to be corrected in PS later when applying work in zapplink... but zapplink will work very well of course.
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... perhaps simplicity is complicated to grasp.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
02-11-2008 03:07
From: Lana Tomba

Someone has informed me that what I thought was a uv map isnt one..and i actually exported nothing from ZBrush and imported nothing into Blender..and it was in fact a displacement map. Please exscuse me for slaughtering the terminology with my poor symantics...any suggestions on a program i can use to make a texture for my model?


look above... you dont need blender with zbrush, unless you want to do lightbaking - but you can fake that too... and realistically - I don't think Blender offers enough added benefit for all the trouble it will take you to use it, as its GI and materials are limited and Zbrush can produce similar or better results with a bit of fiddling.

Unless you want to spring for something like Cinema 4d or Modo (for the texture painting and advanced lightbaking functions) I would recommend just using zapplink directed to your favourite graphics application and do the texturing right in zbrush, linked to your graphics app.

also, to export a tool - tool menu - export - save obj file... done :) Zbrush is weird... you have to save the tool, not the document or the texture. But displacement maps are groovy things in a good 3d app... you can apply them and bake off an even better texture on your object.
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... perhaps simplicity is complicated to grasp.
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