Fantastic tutorial,
a question,
can be put into displacement maps, two different textures
PUV-alpha geometric
GUV-organic alpha,
for example,?![]()
Fantastic tutorial,
a question,
can be put into displacement maps, two different textures
PUV-alpha geometric
GUV-organic alpha,
for example,?![]()
I can do this without making groups at all, I just do that for my own sanity so I can see later what's going on if I want to do something with a specific area (I love PolyGroups)
Also this is something new to me as well, Michalis asked about trying to use masking to do this stuff but that didn't work so I came up with this. It doesn't matter WHEN you do them, just that you CAN do them cause its a good thing to be able to do. I think though that there should be consistency, Michalis says it doesn't work at all, and you say it works differently for you, that strikes me as a problem in ZBrush.
Are you on a mac or PC?
Yes....
It seem you CAN do that!!!!!
GREAT IDEA!!!!
- Hide one side of your object.
- Apply your first Displacement map.
- Now hide that side, showing the other side.
- Apply your second Displacement Map.
TADA!!!!!!
You can do this with as many as you want and you do NOT need PolyGroups.
Just hiding the parts you don't want to effect works fine and you can change their US's any time you want as well.
HRepeat and Vrepeat are still just as weird as ever but that is Pixologic's problem I think, its related to whatever is forcing us to export and export our objects.
Applying different Texture Maps doesn't seem to work as there is no Apply button in the Texture map pallet as far as I can tell, I have no idea why. Actually I think I am missing something there, it honestly doesn't make sense to me that this should be impossible...
On an amusing note my spell checker wants to turn the word "Pixologic's" into "Sexoligist's", thank you for that Google Chrome! I knew there was something interesting going on with this software!
nope...
I don't know what I'm doing but I'm doing it anyway.
Well, not really a great idea.Yes....
It seem you CAN do that!!!!!
GREAT IDEA!!!!
Hide one side of your object.
Apply your first Displacement map.
Now hide that side, showing the other side.
Apply your second Displacement Map.
TADA!!!!!!
It is against the principles of exporting these models to another render engine.
In fact, applying displacement is for use in zbrush internally, only. Sorry.
This is why zbrush has a few ways to preview displacements. Without being distractive. To export the objects after.
Subdivisions and displacements will take place on another render engine. Such render engines are much more capable for millions of subdivisions and produce brilliant results.
well...
Blender takes ages to render this but it worked fine, what's the problem?
![]()
nope...
I don't know what I'm doing but I'm doing it anyway.
Oh...
That two different UV types, PUV and GUV and two different displacement maps, both yours.
nope...
I don't know what I'm doing but I'm doing it anyway.
Oh wait, I know what the problem is, I didn't use blender to apply the maps or something right?
nope...
I don't know what I'm doing but I'm doing it anyway.
Thanks Mealea: are the king
On an amusing note my spell checker wants to turn the word "stroke"into "brain stroke"![]()
i must have be doing something wrong.
now it works exactly as you described it.
grtz p
ps: i am on pc
Let's say, textures (and displ) are ON.
Case 1.
All the cylinder is visible. Apply PUV
Hide a part of the mesh and ask for a different UV, let's say GUV. OK done.
Unhide the whole mesh and only the first PUV everywhere.
OK, it obviously is not working this way.
Case 2
Delete, discard all UVs from cylinder.
Hide a part of it and ask for any kind of UVs (PUV)
Zbrush refuses to Unwrap a partially hidden mesh
See screengrab
Conclusions, (edited workaround) :
When you have textures On, the above (Mealea's) workaround won't work. (this might explains why PatPodlood didn't make it, the first time)
1. Turn Textures Off.
2. Select part of the mesh and ask for GUV unwrap.
3. Invert selection and ask fro PUV.
You can not preview anything because Textures are Off.
Now, turn textures On (and displ as well as they are related to tex On Off)
Now it is working.
My conclusions. It is impossible to work on a UV editor without previewing the scale, the possition of these maps.
Random creations are not what I wish to do.
IMO, we are facing another zbrush bug, among the too many, on the UV editor.
Thank you, I suggest you all to learn blender or other UV editors to do the job right.
So, Mealea and other loopinists.
When you post advises or turorials, when you post opinions of what is needed for a workaround between multiple applications (like Zb and blender), please be very certain of what you are posting.
(BTW, Mealea, why to apply textures when I go for blender rendering? I will apply them there, and I will place them as I like there. The UV unwrapping is all you need to export)
To be exited because you may have some fun is not the best way to go. Excitement might soon come to an end. In 3d or in a love story....
![]()
hm, don't know it's a bug.
i imported the exported obj in c4d for a test
and it came in as 2 seperate pieces,
with of course two seperate uvmaps.
so this procedure splits the mesh in 2 objects during export.
that's why you can apply 2 different uv and displacementmaps.
it's like you do a split mesh from polygroups in subtools.
strangely enough zbrush keeps it as 1 mesh.
grtz p
Correcció:
Mealea és noia camperola!!
hehehehe!
That IS amusing except to people who have had one, then its usually only half amusing or less.
GRIN!
Thats not hard to do, I almost always start off by starting or restarting ZBrush when I do something like this that Im not sure of.
That tutorial was for ZBrush.
Did you try starting off with a brand new Cylinder3D or other thing like that? Like a Sphere3D or something?
I don't have an opinion on how to use these things in other programs (other then it a little bit absurdly difficult) because I have never figured out how to do it.
I can't do a tutorial on a workaround to get this stuff into other applications because I have never managed to do it.
In my opinion the UV editor is fine because I have never seen another one do anything except not fit well on my monitor so I have no idea what is going on most of the time.
The best thing to me for UV mapping was what BioDesigner showed me with his textures, THAT taught me what is supposed to be happening and why AND IT WORKS.
Why would I WANT to bring my textures into Blender for rendering? I don't know, maybe because I spent a lot of time making them? I would love to see my objects with all the stuff I spent so much time on: PolyPainting, Displacement maps and Normal Maps rendered in Blender, I love things that look like someone went nuts with a sandblaster. And that is another subject.
GRIN!
That's not a bug I don't think, at the bottom on the right under Tool look for Export Pallet and turn off GRP, I had that problem in Blender and imported several million polygroups as separate objects! Blender did not like me much for that one.
GRP tries to keep PolyGroups when you export, but some programs think each group is an object.
Or something....
I think....
nope...
I don't know what I'm doing but I'm doing it anyway.
The english language barrier I guess. Sorry.
mealea, you didn't get it right.
Have textures On (IN ZBRUSH!) and see if you can apply different UV unwrpping. You simply can't. It is a bug. It is also a very unfortunate UI.
To mention different workarounds engaging blender or other apps was not my point. You mentioned such workarounds. I just replied. Obviously, you don't have a control on such procedures. It is not among your interests, you can't have valid opinion on these.
For a weird reason, you still have the idea that I'm using blender always, even when I clearly inform, "created internally in zbrush". Of course I'm a blender user as well, but I never forget to mention where and how I used it.
OH, let's make it clear.
In ZBrush, you have one only UV set, one only texture. To apply a tex as polypaint or as displacement and start a second UV procedure does not alter the facts. Because vertexpainting (polypaint) or true applied displacements are not textures any more.
hehehe!
It could be language...
It does work for me with texture on, I can change any section I like whenever I want. See the image below, I changed all of those sections with no problem WHILE Texture was on (why we need Texture I have no idea, I always use blank ones).
The problem between what we are doing (me and you) is that while you might be working in ZBrush you have a different understanding of what UV's do and why, I just have ZBrush and can't get UV's to do much in blender other than consume time. So when you are talking about what is happening I think you are either talking about something else or with knowledge that does not apply to ZBrush or something.... and you might be seeing things radically different since you are experiencing bugs or whatever in a totally different way then I am.
Does that make sense?
This:
"In ZBrush, you have one only UV set, one only texture. To apply a tex as polypaint or as displacement and start a second UV procedure does not alter the facts. Because vertexpainting (polypaint) or true applied displacements are not textures any more."
I don't understand, if I polypaint something and export the polypaint out to something else is it not considered a "texture"?
![]()
nope...
I don't know what I'm doing but I'm doing it anyway.
hmmm...
Actually this is neat!
![]()
nope...
I don't know what I'm doing but I'm doing it anyway.