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.
September 19, 2013
I did a simple and quick texture breakdown for an human arm.
These are the textures that I usually create when I need to texture digital doubles for films or any kind of humanoid character.
These are the most basic textures used.
Usually working on movies we need more additional textures depending on render engines, other pipeline tools or artistic decisions.
But as I said, take this example as a base or starting point for your work.
August 18, 2013
- Export the lowest subdivision model.
- Export the highest resolution model.
- Work on the uv mapping using the lowest resolution model.
- Go back to Zbrush and import the high resolution model.
- Now import the low resolution model.
- Select the high resolution model and go to Subtool -> Insert -> and select the low resolution model.
- Once inserted you will see both models overlapped in the viewport.
- You need to be complete sure that only the two models that you’re interest on are shown. All the additional stuff that you would have in your zbrush scene should be hidden.
- Select the low resolution model and subdivide it as much as you need.
- Store a Morph Target so you can always come back to the starting point in case that you need it in the near future. (and you will).
- With the low model selected go to Subtool -> Project -> Project All
- The most important parameters are Distance and PA Blur. Try to use low values as Distance and keep blur to 0. This is a trial and error process. Default distance value is a really good starting point.
- Once the projecting process is done, check your model.
- If you find big errors in the mesh try to use a Morph brush to reveal your original mesh. Remember that we stored a Morph Target while ago. Revealing the original model you can easily remove projection artifacts and sculpt quick fixes.
- You are ready to export the displacement maps for this model. Just select the low resolution model and go back to the lowest subdivision level.
- Check the screenshots to see the parameters that I’m using for 16bits 32bits and vector displacement.
- Check the final displacement maps.
You can watch a detailed video tutorial with all these steps here, only available in Spanish.
Si quieres puede ver aquí un videotutorial con todos estos pasos y explicaciones más detalladas.
May 2, 2013
Lets say that importing masks in to Mari 2 created in other software, is something very common and all the texture artist out there do every single day.
I’m talking about painted masks in Photoshop or Nuke, or baked masks in Maya, Softimage or just cavities, occlusions and other important maps generated in Zbrush or Mudbox.
Using all these programs and more is something pretty normal in any VFX boutique nowdays.
When I started working with the first alpha version of Mari 2 I found a bit tricky the way to import maps generated in others software packages in to Mari as layer masks.
The way to paint layer masks in Mari seems to be pretty straightforward but as I said if you want to import a texture as layer mask you need to follow some steps.
I’m pretty sure that if you are a new Mari 2 user you can’t find how to do this before spend some time struggling your mind to figure out how to do this simple thing.
I spent probably more than 30 minutes to find this out and just realize that a lot of texture artist are having the same problems to find a way to do it.
So, follow these steps to import layer masks in to Mari and save your precious time
And of course, if you have another fastest way to do it, I’ll be glad to hear it.
- Import you mask as new layer.
- Add a reveal layer mask to the layer that you want to mask with your imported map.
- Make a mask group.
- Double click on the mask group icon to open the masks window.
- Drag your imported mask layer to the list.
- Remove the previous mask created by default.
- Yo can invert the mask if needed.
- Done, your imported mask is working perfectly.