Re: XSI camera in Zbrush

Date : Thu, 21 Jun 2007 14:37:21 -0700
To : XSI(at)Softimage.COM
From : Bradley Gabe <withanar(at)stanwinston.com>
Subject : Re: XSI camera in Zbrush
Just thinking out loud, I wonder if .ztl comes from .stl

To the best of my knowledge niether modo or silo can read .ztl's as it's a 
proprietary format created by Pixologic.

----- Original Message ----- 
From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Thursday, June 21, 2007 4:25 PM
Subject: Re: XSI camera in Zbrush


>I forgot, in short (what Julian Stiegler also suggested in a way):
>
> Try to get Softimage/XSI to support the *.ztl format including
> it´s polypainting (vertexpainting on subLevels), express the
> importance of having ways to use *.ztl as reference model/delta.
>
> Cheers
>
> tim
>
> P.S: I think either Modo or Silo can read *.ztl, including subD levels.
> So there is a way.
>
> ----- Original Message ----- 
> From: "Tim Leydecker" <BauerOink(at)gmx.de>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, June 21, 2007 10:17 PM
> Subject: Re: XSI camera in Zbrush
>
>
>> Afaik the default ZBrush Camera is an orthographic camera,
>> e.g. not a perspective one.
>>
>> For managing where to add detail I´d try to mark the areas
>> of interest in XSI, while looking through the shot´s camera,
>> painting in rudimentary splotches of color according to taste,
>> then lightmap/bake/vertexmap/rendermap/wheightmap/convert
>> that into a texture (possibly on a simple UVset from a "unique" or
>> " angle based" UV creation operation).
>>
>> Then, using this sketched on info in Zbrush to add detail.
>>
>> I guess this process could be scripted into a pushbutton operation.
>>
>> *Select source
>> *create copy
>> *throw away all UVs
>> *create unique UVs
>> *paint vertexmap (would be great to have access to  in*.ztl polypaint 
>> later...)
>> *rendermap vertexmap to texture
>> *export lowrez with map as *.obj
>> *log name and path
>> *store in asset list
>> :::::::::::edit in ZBrush, save over or incremental file:::::::::::::::
>> *update assetlist
>> *make *.obj a reference model swap with original source in *.scn file
>> ::::::::::further edit *.obj in ZBrush, save over or 
>> incementally::::::::::::::
>> *log and update reference model
>>
>> Cheers
>>
>> tim
>>
>>
>>
>>
>>
>>
>> ----- Original Message ----- 
>> From: "Mathieu Leclaire" <mleclair(at)hybride.com>
>> To: <XSI(at)Softimage.COM>
>> Sent: Thursday, June 21, 2007 12:08 AM
>> Subject: XSI camera in Zbrush
>>
>>
>> OK first off, I don't know much about Zbrush so excuse my ignorance. I
>> though I'd ask you guys first before digging into the software.
>>
>> Is there a way to import an XSI animated camera into Zbrush? My modelers
>> want to be able to check what part of the set is actually on screen 
>> before
>> adding more details so I said I'd investigate the matter.
>>
>> I have a second question but I'll put it in a separate email.
>>
>> Mathieu Leclaire
>> R&D Programmer
>> Hybride Technologies
>>
>> "Yesterday is history, tomorrow is a mystery, today is a gift and that is
>> why it's called the present"
>>
>>
>
>
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-- 
Bradley R. Gabe | Senior Creature TD | Stan Winston Studio

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