December 7, 2013
You have probably experienced this error a few times already, haven’t you?
It is quite common specially when you are working with huge assets.
It happened to me last week a lot of times when working with a 40 UDIM asset and trying to export a 32 bit displacement maps.
My machine couldn’t handle it and Zbrush started to giving error saying “Insufficent memory error”.
If this happens to you and don’t know how to extract your displacement maps out of Zbrush, don’t worry, this small trick could help you.
- Execute Zbrush using your root account in Mac or Administrador account in Windows.
- In Windows just right click on the Zbrush icon and select “run as administrator”.
- In Mac start a terminar and logging as root.
- Then execute Zbrush.
- Then in Zbrush go to Preferences -> Mem and increase the Compact Memory.
-That’s it. It should work now.
- Unfortunately this trick only worked for me with simple displacement, but it didn’t work with vector displacement
December 1, 2013
I know how tricky can be sometimes to make your Zbrush displacements look great outside Zbrush.
Maya, Softimage, Vray, Renderman or Arnold, just to name a few treat Zbrush displacements in a different way.
Let me explain to you my way to export displacement from Zbrush to Maya and Vray 2.0
- First of all, if you are working with a final asset you will have to export your displacement using your base geometry imported in Zbrush. If you did the scult from scratch in Zbrush you may want to export your lowest subdivision mesh, create a good uv mapping and re-project your sculpted detail in that mesh.
If this is the case, check this.
- Go to the lowest subdivision level.
- Turn off all your layers.
- Export as .obj
- This is the object that you are about to render. If you had imported a base mesh before, you won’t need to export it again, it would be in your 3D application already.
- Go back to the highest subdivision level.
- Turn on all your layers.
- Go down to the lowest subdivision level.
- Store a new morph target and import the previous exported .obj or your original base mesh from your 3D application.
- Your sculpted model will be substituted by the original mesh with no sculpt information.
- Click on switch morph target to activate again your sculpted mesh.
- You are ready to export the displacement maps, just check my settings below for 16 bits, 32 bits and vector displacement.
- Finally to set-up your shaders and render settings for Zbrush displacements in Maya and Vray 2.0 check my previous post about it.
November 13, 2013
Disney has released the first trailer for Maleficent, the last project that I worked on at MPC.
October 29, 2013
Some of the work that we did at MPC in the new 47 Ronin trailer.
October 23, 2013
October 22, 2013
It’s live now!
So much fun working on this.
October 12, 2013
Pretty cool World War Z VFX breakdown presented by Max Wood, CG Supervisor at MPC London.
I spent more than a year working on this project while ago.