Re: ZBrush+XSI+Normalmaps - plus displacement?
| Date : Tue, 11 Apr 2006 15:20:20 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: ZBrush+XSI+Normalmaps - plus displacement? |
Hi Holger,
Thanks, I will take a look into it this evening. Did not had time this week to test and read your thread links.
No problem. I´d really appreciate if you can share your results. I´ve ZBrush 2 lying around for quite a while now.
There´s loads and loads of stuff I have get worked out in both ZBrush and XSI - those damn blokes at FH Wiesbaden and the related diploma set me back a rough 2 years in actually doing 3D and getting a grasp of the latest tools and techniques.
But for the quads you mentioned: all of our models are made with quads, cause there have been some reports that n-gons are not very good if you use Zbrush and displacement.
the n-gons get tesselated into tris/quads, changing the meshorder. Not a good thing for something allready enveloped or animated.
Cheers
tim
----- Original Message ----- From: "Schoenberger" <XSI(at)digidragon.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, April 11, 2006 2:17 PM
Subject: RE: ZBrush+XSI+Normalmaps - plus displacement?
Thanks, I will take a look into it this evening. Did not had time this week to test and read your thread links.
But for the quads you mentioned: all of our models are made with quads, cause there have been some reports that n-gons are not very good if you use Zbrush and displacement.
Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night
|> -----Original Message-----
|> From: owner-xsi(at)Softimage.COM
|> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
|> Sent: Tuesday, April 11, 2006 1:07 PM
|> To: XSI(at)Softimage.COM
|> Subject: Re: ZBrush+XSI+Normalmaps - plus displacement?
|>
|> Hey Holger,
|>
|> I see there´s other people that share their problems,
|> here´s a (looong)
|> thread about XSI 5.1 (most will notice, saw some familiar
|> names). A subthread of this picks on the way the non-quad
|> subdivision displacement works, e.g. not works.
|>
|> http://forums.cgsociety.org/showthread.php?t=332248&page=7&pp=15
|> (single examplepost, francescaluce)
|> http://forums.cgsociety.org/showpost.php?p=3418588&postcount=98
|>
|> I´m sorry. I didn´t not realize. Out of routine I tediously build
|> my models *quads only*, makes I/O between apps alot stabler.
|> I currently often transfer between Maya/XSI/ZBrush.
|>
|> I try to never have n-gons (originally due to UV stretch) and will
|> only have tri´s on wip models, I guess that´s why my tringulated
|> meshes when passed over to mR made no problems with normals
|> up to now.
|>
|> Thanks for making me aware.
|>
|> I´d also welcome a reliable fix asap, just to make sure.
|>
|>
|> tim
|>
|>
|>
|>
|> ----- Original Message ----- |> From: "Tim Leydecker" <BauerOink(at)gmx.de>
|> To: <XSI(at)Softimage.COM>
|> Sent: Sunday, April 09, 2006 11:35 PM
|> Subject: Re: ZBrush+XSI+Normalmaps - plus displacement?
|>
|>
|> > There´s another thing regarding the flipping you get.
|> >
|> > I have problems correctly making out the 0-1 range
|> > in the UV Textureeditor, together with wrap this
|> > could be the reason your UV´s are scaled back into
|> > the 0-1 range, simply looking wrong...
|> >
|> > Other than that, what you describe sounds like you
|> > haven´t vertically flipped the (bump/normal) image
|> > from ZBrush for use in XSI. Both Maya and XSI
|> > require the images coming from ZBrush to be flipped in V.
|> >
|> > You should easily be able to test this using the imagenode
|> > Adjust/transform settings, having the image piped into
|> > the diffuse for better viewing.
|> >
|> > This is a bitchy thing, especially when working with large
|> > amounts of textures and AUV tiles, where it´s difficult to
|> > make out what the heck is on the image anyway.
|> >
|> > All hard Normals could be because you imported the
|> > *.obj files having "usernormals" checked, I allways have
|> > those ignored, XSI has it´s personally prefered 60°...
|> > Maya has 30°, Max 35°. Stuff therefore *can never*
|> > look as smooth (compared to tesselation) as a default
|> > XSI model.
|> >
|> > Cheers
|> >
|> > tim
|> >
|> > P.S: Setting up smoothinggroups/usernormals in XSI isn´t *ideal*.
|> >
|> >
|> >
|> >
|> > ----- Original Message ----- |> > From: "Schoenberger" <XSI(at)digidragon.de>
|> > To: <XSI(at)Softimage.COM>
|> > Sent: Sunday, April 09, 2006 2:52 PM
|> > Subject: RE: ZBrush+XSI+Normalmaps - plus displacement?
|> >
|> >
|> >>
|> >>
|> >> I have the same problem. I got the problem on January
|> and did not find a solution
|> >> till now.
|> >> There are threads on XSI base and cgTalk, started new
|> threads, nothing...
|> >>
|> >> It looks like the bump is flipping between polygons, right?
|> >> It flips at your texture UV seams.
|> >> If you don't use a normalmap, if you use displacement
|> only, then your normals are
|> >> not smoothed at your UV seems, you always get hard
|> >> edges. This problem can be ignored if your normal map
|> would work right...
|> >>
|> >> The only workaround I found was to create an UV map on
|> your own and put the UV
|> >> seams where you don't see them. But I have some
|> >> models where I cannot hide my UV seams...
|> >>
|> >> I tried to use the new XSI Ultimapper to create a
|> normal map from a highres mesh
|> >> onto a lowres one, same problem...
|> >> Has anybody ever used normalmaps with XSI?
|> >>
|> >>
|> >> Regards,
|> >> Holger Schönberger
|> >> technical director
|> >> The day has 24 hours, if that does not suffice, I will
|> take the night
|> >>
|> >>
|> >>
|> >> |> -----Original Message-----
|> >> |> From: owner-xsi(at)Softimage.COM
|> >> |> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
|> >> |> Sent: Sunday, April 09, 2006 1:20 AM
|> >> |> To: XSI(at)Softimage.COM
|> >> |> Subject: ZBrush+XSI+Normalmaps - plus displacement?
|> >> |>
|> >> |> Hi folks,
|> >> |>
|> >> |> I have some problems getting XSI to correctly
|> >> |> use my *fresh* normalmaps created in ZBrush.
|> >> |>
|> >> |> Can you nurse me through the XSI specific
|> >> |> settings or provide a link to a tutorial or
|> >> |> samplenetwork that successfully uses
|> >> |> Normalmaps (from ZBrush) in XSI 5.01//5.1?
|> >> |>
|> >> |> Using the Multidisplacement2 plugin for ZBrush
|> >> |> I get great results for using 32bit *.tif images in
|> >> |> XSI for "fine" displacement, as long as I stick to
|> >> |> the shading network that is autocreated when you
|> >> |> import an *.obj file and set the alphafactor to 2.2.
|> >> |>
|> >> |> Now I´d like to add a Normalmap ontop the
|> >> |> displacement, e.g. the displaced surface but
|> >> |> can´t even get a simple Normalmap without
|> >> |> displacement to look right.
|> >> |>
|> >> |> Of course checked the the Greg Punchatz ZBrush+XSI
|> >> |> guide allready
|> http://206.145.80.239/zbc/showthread.php?t=30420
|> >> |> but really don´t get any further, I seem to have missed
|> >> |> some setting when creating the normalmaps somewhere.
|> >> |> It´s not the V-flip...
|> >> |>
|> >> |> Cheers
|> >> |>
|> >> |> tim
|> >> |>
|> >> |>
|> >> |>
|> >> |>
|> >> |> ---
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|> >>
|> >>
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|> >
|> >
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