LEO-oo- Posted February 7, 2005 Share Posted February 7, 2005 My little raptor-project. The model is complete done in Houdini. And a displacement in ZBrush - I still try to apply this map in Houdini ... Quote Link to comment Share on other sites More sharing options...
keltuzar Posted February 7, 2005 Share Posted February 7, 2005 Good job! u may want to post a wire for the sake of curiosity... btw can u plug a render of that displacement in Mantra? Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 7, 2005 Share Posted February 7, 2005 Ooh, very nice Leo. Displacement looks good too, especially on the head. Quote Link to comment Share on other sites More sharing options...
anakin78z Posted February 8, 2005 Share Posted February 8, 2005 cool! So does ZBrush output a displacement map for you? Does it take in uvs that you've applied in houdini? -z Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 9, 2005 Author Share Posted February 9, 2005 Thanks for the comments! @keltuzar Here the wire: and here my version with the displacement-map in Houdini (I dont like it )... @DaJuice: I have to go a while - I need to add some scales at the head and wrinkles at the body. And the colors... @anakin78z Yes Zbrush output the displacement-map and the model (obj). Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 9, 2005 Share Posted February 9, 2005 Hey Leo, have you tried turning up the shading quality to 2 or maybe even 3? It can make a noticable difference, depending on how detailed/high-frequency your displacement map is. Keep up the good work, I'm looking forward to seeing it finished. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 10, 2005 Share Posted February 10, 2005 You might need to make your own displacement shader the default one treats black as 0 and white as 1, whereas I think zbrush outputs black as -0.5 and white as 0.5. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 11, 2005 Author Share Posted February 11, 2005 @DaJuice have you tried turning up the shading quality to 2 or maybe even 3? Yes - but no change.... Look here - a detail-pic: There is still the problem with the cracks and I'm not able to use the render-as-SDS-option... In the ZBrush-manual is an example with a hand. They create 2 maps - one for displacement and one for a bumpmap... Is this a solution - any idea? I had no problem with the head-example from ZBrush-Central. @sibarrick Yes - I have my own shader with 0,5/-0,5. Thank you anyway! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 11, 2005 Share Posted February 11, 2005 Looks like you need to up the displacement bounds a little, that should stop the cracking. This can be found on the render tab at object level. Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 11, 2005 Share Posted February 11, 2005 There are also some stange artifacts around the eye and nose. I wonder what's causing those as they don't look like displacement cracks. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 12, 2005 Share Posted February 12, 2005 There are also some stange artifacts around the eye and nose. I wonder what's causing those as they don't look like displacement cracks. 16275[/snapback] What do the UV's look like? Did you automatically generate them? Or Pelt them? I'm wondering if those artifacts are displacements across UV boundaries. Show us a UV snapshot and render the thing undisplaced with the a texture to examine the flow of UVs- (there is a cool one on the Exchange, by the way) Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 15, 2005 Author Share Posted February 15, 2005 @Jsaon: Thanks for the hints. I will try this! Did you automatically generate them? Or Pelt them? I use the informations by ZBrush. No Pelt. Like this head-example... Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted February 15, 2005 Share Posted February 15, 2005 [Coming in a little late] Nice one Leo. I like it. I remember a couple years ago a friend and I was trying to figure out how to get these how displacement map generations in from Cyslice into Houdini. Aaah. Those were the good old crazy days. Quote Link to comment Share on other sites More sharing options...
keltuzar Posted February 16, 2005 Share Posted February 16, 2005 a question if this problem he is having with his render due to mantra? If suppose one uses another renderer like renderman would such artifacts go?.... Then again one has to turn the texture to .tex or .pic right? Quote Link to comment Share on other sites More sharing options...
Marc Posted February 16, 2005 Share Posted February 16, 2005 If they're displace bounds issues, then they'll happen in renderman too (and most renderers I believe). Same story if they're uv mapping issues. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted June 16, 2005 Author Share Posted June 16, 2005 Finally I had time to work on the beast. Thanks to DaJuice for the hints! The head needs more details... Quote Link to comment Share on other sites More sharing options...
sibarrick Posted June 16, 2005 Share Posted June 16, 2005 Lookin' goooood..... Quote Link to comment Share on other sites More sharing options...
Andz Posted June 16, 2005 Share Posted June 16, 2005 Hi Leo, Could you tell us what you did to fix the problems? Quote Link to comment Share on other sites More sharing options...
DaJuice Posted June 16, 2005 Share Posted June 16, 2005 Turned out nice Leo! I like the head and feet especially. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted June 16, 2005 Author Share Posted June 16, 2005 @Andz: Yes, you are right - here is the the fix for the artifacts-problem: I have tried to unpelt the beast - but this process was not really helpful. It was a waste of time, but now I have some experience with UVpelt and UVedit. The problem was still there. Additionally, I have had a few other new problems. DaJuice suggested applying a few maps to test the model. I did some tests and during this process, I remembered the hint by Jason: "Try to clean the model (Clean SOP and such) and view primitive numbers and inspect the model for strange or bad geometry." from this thread. I had a few five-sided polys in the model. ZBrush shows you a warning when you import the model and splits the 5s-polys to triangles. These were the "troublemakers" - they caused the artifacts. I did a rework of the model. Here is a new render - I have used the DomeLight by AndrewVK. P.S. Thanks, Jason - you were right with the words: Inspect the model for strange or bad geometry Quote Link to comment Share on other sites More sharing options...
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