Hi Garry,

I've simply exported the alien as *.obj.

Then imported in the ZBrush tool palette and inserted in 
the ZBrush document.
Then adaptive UVs assigned (no worry about UVs in RS ;-), 
the model 3 times subdivided, a displacement map created
and painted some simple bumps over the alien.

After all I've reimported the alien to bring the
alien with the new UVs in RS (see picture)
The displacement map was exported from ZBrush as
16bit PSD file.
The only thing, which was to do at last, was
converting the grayscale PSD-file into 16bit RGB.
Seems to me that RS does not like grayscale images.
This image is then used as a displacement map.
Added some color based on bump-height, to
make the alien more colorful.

Now I've an alien with AUVs in RS which can be
rebumped directly by assigning new textures from ZBrush,
without new export or import :-)

If you like to work in this flow, make sure that you model
with 3 or 4 sided polys only, ZBrush will subdivide all N-gons.

Matthias

----- Original Message ----- 
From: "studio" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, May 30, 2007 6:32 PM
Subject: Re: Zbrush3+Realsoft3D


> > http://www.the-final.com/alien_does_not_like_light_try.avi
> > (xvid, 927kb)
> > Matthias
> 
> Hi Matt :
> 
>   Nice texture movement . Um , did you try the RS3D 3D
> painting ? Could this bump map not have been applied
> in a similiar way inside RS3D ? I really have no idea
> since I never tried any 3D painting , and very little
> SDS texturing .
> 
>   IN Z-Brush , do you apint on SDS objects , or onto
> imported .obj objects ?
> 
>   Maybe you could describe what you methodology was
> for combining these 2 programs ?
> 
> Thanks
> 
> studio
> 
> 

<<attachment: auv.gif>>

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