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bump map from already modeled in zbrush / BUMP DE LO YA MODELADO EN ZBRUSH

Hello to all,

I am realising this project (work in zbrush and lightwave 9,3), but have arrived at a point without exit. The problem is the following one: I have the model in zbrush by far detail, have obtained displacement map and normal map (with the tutorial of Mr. Steve Warner), but so that the microdetails are transferred to lightwave I need to obtain bump map. Somebody could say to me as I can obtain bump map from already modeled in zbrush?

thanks for its answers

Hola a todos,

Estoy realizando este proyecto (trabajo en zbrush y lightwave 9.3), pero he llegado a un punto sin salida. El problema es el siguiente: tengo el modelo en zbrush con mucho detalle, he obtenido el displacement map y el normal map (con el tutorial de el señor Steve Warner), pero para que los microdetalles se transfieran a lightwave necesito obtener el bump map. Alguien podría decirme como puedo obtener el bump map a partir de lo ya modelado en zbrush???

gracias por sus respuestas

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Generate a Normal map from one level down from your highest (if it is under 500k) that will create the difference between level 6 and 7. Turn that normal into a bump map…or do the same using a displacement.

ook, just in case somebody needs to consult the same, the best result is this:

Aurick said:

Your displacement map can be used as a bump map. In this case, you should create two displacement maps.

First, you should assign a texture to the model that has about as many pixels as your model has polygons. A 1024x1024 map is good for models of about 1 million polys. A 2048 map is good for about 3-4 million polys. A 4096 map is good for about 10-12 million polys. Using a map that matches the poly count means that all details from the model will transfer to the texture without loss of detail.

Drop down about 2-3 subdivision levels and create a displacement map. This map will contain all details from the highest level, but none of the medium level details. Save your work, by the way.

Now delete the higher levels (Tool>Geometry>Delete Higher). Drop to the lowest level and follow the normal method for creating another displacement map.

You’ll use the first map as your bump map, since it contains all the high resolution detail. You’ll use the second map as your displacement map, since it contains only the medium frequency details.