ZBrushCentral

How to render an image at higher resolution? (answered)

BPR_Render.jpg

Please I need your help.
I’m doing work for the practice, it’s just a hobby. The problem is that step photoshop work and it shows pixelated.
Renders the work in ZBrush, but in Photoshop it shows pixelated. The Technical Characteristics in Photoshop are these: Pixel dimension 1.14 Mb - resolution 72. Is very poor.
How do I make the resolution to pass it to Photoshop is higher (eg, 22 Mb).
I’m a newbie who wants to learn.
You went over the images render.

Attachments

BPR_AO.jpg

BPR_Depth.jpg

BPR_Mask.jpg

BPR_Shadow.jpg

The image quality is dependant on the subdivision level of your mesh. The higher the subdivision, the better the image.

FYI…If you have questions or problems, it would be better to post them in the Other Questions and Troubleshooting Forum. You will get more response that way.

edit: My appologies! Please disregard my answer. I thought you were referring to textures. :o

ZBrush doesn’t use image resolution, so all renders are 72 dpi. That means you must create a larger document in the Document palette so as to get the pixel dimensions you want in Photoshop. (You can create a blank document in Photoshop to get the dimensions.)

For example, an image of 8.5 inches x 11 inches at 300 dpi has pixel dimensions of 2550 x 3300. So in ZBrush:

  1. Turn off Document>Pro.
  2. Set Document>Width to 2550 and Document>Height to 3300.
  3. Press Document>Resize.
  4. Use the Zoom>Zoom Doc button to scale the canvas so you can see it all.
  5. Draw your model on the canvas and position.
  6. Use BPR and Render>Create Maps to create and export the maps. Note that they will be created at the correct size - zooming to show the whole canvas has no effect.

:frowning:

Not sure what you mean there?

I think marcus made it yet very clear !
Thanks marcus for this explanation. Very helpful for me in fact.

Thanks, I will put into practice the advice.
This model I made with Z Esphera, and has 5 branches, and also have not noticed, I can do small details. There is another way to solve this? Any tutorial?

Understand I’m a newbie.:wink:

Understanding resolution and translating it to various outputs is one of the hardest things to grasp, both here and in photoshop, etc. so I understand your frustration. Marcus gave an excellent and concise explanation here, which personally I find very helpful. If this still isn’t clear to you, I suggest you do some forum searching on the overall topic of resolution. It been discussed alot. I find I have to frequently re-read up on it and have to keep reference notes to refresh my memory :slight_smile:

I followed his advice, Marcus, and is the ideal answer, thank you, thank you very much.
Now I have another question. How do I change the background color, I like the background color (black and gray). And how do I can do small details in the model or work. Sorry if the questions are obvious.

:smiley: :smiley:

jaimedc,

To change the background color:

  1. Set the color you want in the color selector.
  2. Click the Back button in the Document palette.

Doc_back.jpg

For sculpting small details, search youtube for video tutorials, like this one:

Thanks again, but the problem remains the details.
Here I leave a picture of how the model looks when I try to fine details and small. Because it looks pixelated and do not look good detail? :cry: ZBrush Document.jpg

You need to subdivide your mesh more - there aren’t enough polygons to support the detail. Press Tool>Geometry>Divide.

Originally posted by zber2 (post#2):

The image quality is dependant on the subdivision level of your mesh. The higher the subdivision, the better the image.

edit: My appologies! Please disregard my answer. I thought you were referring to textures. :o3 Days Ago 09:27 AM

ROFL…I guess I was right after all.

Apologies for not responding earlier, I could not go to ZBrushCentral.
My model was made with Z Spheres, Adaptive Skin (density 8) and has 5 subdivisions. I do not know what the problem :confused:

5 subdivisions means nothing. What matters is the number of polygons at the highest level. You will need at the very least 1 million polygons in order to support any detail at all, probably more. You can clearly see the polygons in your last image which means there aren’t enough!

Hello jaimedc, thanks for stopping by my thread.

I have looked at the screen shot you have posted and it looks to me that you do not have enough geometry (polygons)
I would suggest that you step up a few more subdivisions. you commented on the detail on my characters armour, that particular part had 7 subdivisions at around 4-6 million polys.

I hope this is helpful

Trate de poner en práctica estos consejos. Luego de comentar los resultados. :wink:

I can not solve the problem. If someone describes the steps, it would be fabulous.
These are the steps I’ve tried.
1 .- I press “Make Adaptive Skin”
2 .- Geometry HD, and I will “Divide HD”
3 .- SculptHD and subdiv … 4
I think I’m doing everything wrong. Please help once again.:frowning:

someone has described the steps.

youcan also push the anti-aliasedhalf button to lose the pixel problem. but it really has little to do with the resolution of your mesh.

the real problem you have is that you dont realize that people go to school for years to learn just the basics of all of the programs and the overall dynamics of cgi and 3d.

it would be similar to you posting a troubleshoot thread on how to successfully land an airplane. unless you have some understanding of all the controls and mechanics you will never be able to understand the answer to your questions. it would take about 10 pages of thread to explain to you why and what? and i dont think anyone has the patience to do that.

i suggest you sign up for a class or enroll in a school for 3d. because this is just one of a million intricate things that go into a finished product.

i dont mean to be rude. but your question was answered in the first reply, and 10 replys later your asking the same question.