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a hopeful experiment with TS 7.5 and ZBrush model
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
a hopeful experiment with TS 7.5 and ZBrush model // Roundtable
Post by holm // Aug 5, 2007, 12:08am
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holm
Total Posts: 33
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Because i'm plan to buy Zbrush 3 and use it with TS 7.5 i have made a experiment with the downloadable face model and displacement map from Pixologic. I'm very satisfied after some adjustments in Truespace.
Also made a simple face rig. Very cool is that I was able to animate in a low mesh resolution and for the final output i was able to increase the mesh resolution.
I'm now fully hopeful waiting for TS 7.6 and the new mesh / face animating features.
Are there also other experiences with Truespace and Zbush ? |
Post by RAYMAN // Aug 5, 2007, 2:39am
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RAYMAN
Total Posts: 1496
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Are there also other experiences with Truespace and Zbush ?
I´d like to know myself !As I would want to get into zbrush! |
Post by aidanodr // Aug 5, 2007, 3:09am
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aidanodr
Total Posts: 90
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Hi Lads,
Along side TS, I also use Blender [ which now has Sculpt similar to ZBrush ] and Realsoft 3D. Where RS is concerned this very topic has arose a number of times. The biggest issue is mesh poly counts. In order to sculpt satisfactorily one needs to make a dense hi poly mesh as happens in ZBrush. Alot of other apps keel over when you directly import a ZBrush mesh - too many polys.
A procedure to address this is the use of Tangent Space Normal maps. I am not sure if TS supports these. In say ZBrush OR Blender you create a mesh and then also have a lower res version of the mesh ready. Sculpt the hi res version. Export both the meshes to an app like XNORMAL [ www.xnormal.net ], its free. Create your normal map. Now load the lower res mesh in TS and apply the Normal map. In theory this should give you the look of the Hires sculpted mesh on the lo res mesh without the hi poly count. Normal mapping is used extensively in game creation these days.
If you cant afford Zbrush have a go off Blender - ver 2.43 or greater [ www.blender.org ] - it now has full sculpt cabability and can be used as such a tool alongside Truespace.
http://www.blender.org/development/release-logs/blender-243/sculpt-mode/
Hope this helps,
Cheers
Aidan |
Post by nowherebrain // Aug 5, 2007, 10:25am
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nowherebrain
Total Posts: 1062
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Yes, use Blender..it's free, and you can re-topolgize(real word)your mesh. I will be doing a tutorial on this soon. |
Post by Shike // Aug 6, 2007, 9:35am
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Shike
Total Posts: 511
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I'm currently working on an image in where I use both ts7.51 and ZBrush2+3.
(The sculpting was made in ZB3, but I havn't figured out how the new texturing tools work in that version, so for that I reversed to ZB2 :o )
Overall I'm very satisfied with how ZB and trueSpace works together, and it's much more fun now
in ts7.51 and the ability to do most work on the directX9 side (workspace) which is able to handle all the polygon-heavy models you get with ZB.
So far I havn't tested the displacement map transfer from ZB3 -> ts7.51, but it would be nice if it works.
You would basically have to subdivide the model to the same level as in ZBrush, so it would be very memory
and CPU/GPU demanding, but you can lower the subdivision when not rendering, which is nice.
For normal maps, what aidanodr mentioned, Xnormal might be the way to go...have seen it mentioned in the ZBrush forums. Since ZB3 have some problems right now with Normal-map export. (might be fixed in the soon to be released patch?)
We're still waiting for some of the very important plugins to be ported from ZB2->ZB3.
ZMapper for normal map generation and Zapplink for communication with photoshop.
(still...they might not be needed...I havn't used ZB3 enough to learn all news.:rolleyes: )
Regarding Tangent space normal maps. Yes, ts7.51 supports that.
Seems to work in directX, Lightworks and Vray.
But as far as I understand, Tangentspace is just an advanced bump-map.
(useable for finer bump details)
It can't make a simplified mesh look like the original.
ObjectSpace normal maps however contains the normals of the entire object
and can make an extremely simplified and blocky object look like the original smooth highdensity version (except the profile of course)
Truespace only seem to support this for realtime directX, not Lightworks or VRay renders.
Also...not sure if ObjectSpace normalmaps from external applications work
or if you must use the simplify tool inside tS7.....havn't tried it since ts7.1 |
Post by holm // Aug 7, 2007, 9:04am
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holm
Total Posts: 33
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@ Shike: Thanks for your reply. Have read it very carefully and your informations are very useful.
@jhowell: i have tested also Blender, Mudbox and Silo. I can't work with Silo sculpting because there is a mysterious flickering. This seems to be a know problem.
At the moment i prefer ZBrush because the masking and painting abilities. |
Post by Shike // Aug 9, 2007, 3:12am
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Shike
Total Posts: 511
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Just saw that the ZB3.1 update was released and ZMapper (for normal maps) is available.
Also went through their documentation pages again...and figgured out why I failed to make textures in ZB3. :o
ZBrush truly is an awesome sculpting software, but you truly must read the documentations and go through their videos...learning by trial and error will only lead to frustration! :rolleyes: |
Post by holm // Aug 22, 2007, 8:10am
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holm
Total Posts: 33
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I decided me for Zbrush. One point was the possibility to paint with texture brushes over he model. After 2 days of playing i have also buy the video course from Meats Maier which was really the best add on to Zbrush to learn this awesome program.
And Zbrush and Truespace seems to work good together. Bute the displacement mapping options in TS Workspace must be tweaked. |
Post by parva // Aug 22, 2007, 10:05am
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parva
Total Posts: 822
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Bute the displacement mapping options in TS Workspace must be tweaked.
Why?
But as far as I understand, Tangentspace is just an advanced bump-map.
(useable for finer bump details)
It can't make a simplified mesh look like the original.
ObjectSpace normal maps however contains the normals of the entire object
and can make an extremely simplified and blocky object look like the original smooth highdensity version (except the profile of course)
Truespace only seem to support this for realtime directX, not Lightworks or VRay renders.
Yes object space normals face in every direction instead of just 180° hemisphere like in tangent space but you will get problems if you want to deform an object with applied normal map, for those I recommend tangent space. All in all tangent space normal maps offer you the most flexibility. |
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