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Re: modelling:) [Re: frazzle] #150414
09/02/07 16:45
09/02/07 16:45
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
thanks pappenheimer, you are right about the eyes and face details. they add a lot.

Re: modelling:) [Re: ello] #150415
09/02/07 21:42
09/02/07 21:42
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
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Andreas C  Offline
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Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
ello,
what's your pipeline for getting stuff out of ZBrush into 3DGSD ? Just saving as OBJ and using MED to import ? How are you handling the UV-map ? ZBrush's "tiles" are great IN ZBRUSH, but pretty hard to use outside of it.

Have you tried some hi-poly stuff with ZBrush 3.1 yet ? I played with one of their sample objects, pushed it to around 4 million polys and then went crazy and used the HD-divide to up that to around 30 million polys

As you said ... it is just plain fun !

Did you work with any normal map and/or displacement map stuff out of ZBrush yet ?

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
TextureMaker / PSP-X
Re: modelling:) [Re: Andreas C] #150416
09/03/07 06:15
09/03/07 06:15
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
atm i import the obj into c4d and export an fbx from there. i think i'll try a direct import into med this evening. btw, the uv-map works most of the time, at certain magnifications you notice the seams. but that counts for every seam, not only zBrush's. i havent tried the ultra high poly counts because my notebook wont handle it, i guess.

normal and displacement map works great

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