Forum: Poser - OFFICIAL


Subject: Dispalcement Mapping and ZBrush

face_off opened this issue on Nov 07, 2004 ยท 6 posts


face_off posted Sun, 07 November 2004 at 8:36 PM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=805665&Start=1&Sectionid=1&filter_genre_id=0&WhatsNe

Hi All

There have been a few msg's on ZBrush, displacement mapping and how it could be used to add detail to Poser models. Thought I'd give it a try, and 2 weeks later, here are the results.....

This is my best effort....see hlink above. It's Don in P5. Some points....

  1. The Technique described in the ZBrush forums and manual does not seem to work. You cannot create a displacement map between a morph target and a lvl 4 mesh without getting ugly distortions. I think it's they way the Poser models are put together - maybe it's because they are not all quads or tris. I never found out why.

  2. The way to do it is export your model from P5 - making sure you only export body parts that will result in non-overlapping uv's. Overlapping uv's will crash ZB2. Then inport into ZB2 (don't store as a MT), subdivide 3 times (to around 1million poly's), sculpt the model. Then return to lvl 0, create a displacement map (use DPix 2, 2048x2048). Don't use adaptive or smooth uv's. Save that alpha map. Then save the lvl 0 mesh as an obj. Now import the new mesh into P5, and displace as per Quinlor's node setup (remember to convert the psd in photoshop).

  3. If the above instructions don't make sense, then I suspect you will have trouble and need to do the ZB2 tuts.

  4. Because of the overlapping uv's issue, and the fact you have to render the modified Lvl0 mesh in P5, that makes it infeasible to use ZB2 as a way to create general displacement maps for the base V3, M3, etc models. If anyone has found a way around this, pls let me know.

Oh, and that's to Quinlor for the 16 bit texturemap node setup.

Message edited on: 11/07/2004 20:37

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