Texture / External Mapping pt. 2
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Subtitles of the Movie
Close that one, close this now. Open, and you'll notice the Color Map is actually upside down. That happens a lot with ZBrush. All color maps and anything that you save out as a texture actually is upside down, so you have to go Image, Rotate Canvas, Flip Vertical. Okay, to show you what I really have in my power here, I'm just going to go Save, File As, and I'm going to save it in a TGA format. TGA format is really nice with 3D modeling because it's a Lossless format. Lossless means no compression on it. Save As. It's also very good because it actually has 32 bits of channel, so you can actually store Alpha information into a TARGA file. Okay, when I get done with that I'm going to hop over to Maya. So, you see, you know, I've got everything set up. I have Photoshop, Maya, and that's my workflow. I just hit Alt Tab to go in between each one. Now, once in a while I'll need something special. My computer, what I'm going to do here is go Window, Rendering Editors, Hypershade. What I can do here is just go into Texture real quick, and I can just go to my Maps that I have exported, and you can do this in 3D Studio Max, too. Okay, Head Maps, Head Maps. Click both of them, just drag them over, go back to ZBrush. I need something. I need the lowest level of sub-divide, I'm going to export that out to Head Maps, go back to Maya, import that into my scene, okay, so there he is laying on the ground. I'm just going to tip him up a little bit here, maybe make him a little bit bigger for the video. Hit 6 on the keyboard. So this is what I have. A very non-smooth geometry. It's all polygated. So, Normal, Soften Edge, and now I have a very smoothed-out guy. So, I need something, a happy medium between it. So, I'm just going to make a Texture real quick. This isn't a Maya lesson, it just shows you what the Mappings do, so I'm just going to click with the middle mouse button over with the New Layer, click with the middle mouse button over and attach this to bump. Middle mouse button, click and drag over, attach this to color. Click on him, right-click, Assign Material to Selection, and voila! We have an object that was like what? Almost a million polygons, but now, it's a mere 3,000 polygons. So that's the power of mapping. If I go to High-Quality Rendering, it'll probably get a little weird at first, and maybe not, because over on my Normal Map, I actually have to state something on my Normal Map. So, I click on my Material here and what I can do is hit this button right here and go to this Bump Map, and that map that I exported is actually a Normal Map. Tangent Space. And I want to take and go into the Normal Map Properties, this guy, and I always turn this down, this Alpha Gain to point 25. Okay, so if I get a render real quick with the lowest render in Maya and if it looks good, there we go. My Test Head with all the Mapping. And you can see point 25 might be even a little bit too strong, and you might want like point 10. You just want a little bit. Actually, the color information on that should be enough to actually drive it, Normal Map is just there to complement it. Yup, there we go. All right, that's it for the movie. I just wanted to show you why we would do something like that.
Tutorial Information
| Course: | Pixologic ZBrush 3.1 |
| Author: | Jason Welsh |
| SKU: | 33866 |
| ISBN: | 1-934743-63-1 |
| Release Date: | 2008-04-14 |
| Duration: | 7 hrs / 108 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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