Bake Pixologic Zbrush Simple
VFace Docs » 3.4.a Bake Pixologic Zbrush Simple |
Version used | 2021 |
Documentation | Zbrush Docs |
Community | Zbrush Central |
👍️ Pros |
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Introduction to Zbrush
Zbrush will allow us to convert a displacement map into details directly to your mesh. Then we will see how to tweak the level of details we want using the layering system, and, ultimately, we will transfer these details and bake them into a displacement map fit for your UVs!
I Prepare the meshes
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Run Zbrush once you have installed Zwrap in the plugins folder. Import the source mesh and convert it as a poly mesh.
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Now import the target mesh, click on append and select the source mesh to add to your scene.
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Select your source mesh. Go to the texture map shelf and create a new texture. Then to the UV map shelf and adjust by flipping V.
II Set the layers
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Subdivide your mesh as much as possible (up to 16 million) with CTRL + D. You can downsize your subdiv with Shift + D and go higher with D.
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Store a Morph target in the morph target shelf to save your low poly. Go to the layer shelf and create a new layer. Be sure it is set to 1 and recording.
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Go to the Displacement shelf, then import your displacement map. You won't be able to display it now, but don't worry we will set it in the next steps!
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Set your displacement map to 0,02, then click on apply Dispmap. Finally, pause your layer. You can now tweak thanks to this layer the level of details for your geometry!
III Projection
❗️ beware |
before exporting, make sure you've flipped your UVs again to get them properly. |
🚩 Disclaimer |
We are using selected software for demonstrative purposes on our own products. We have no commercial contract with the companies and we do not provide assistance for any of them. If you need help with any software, you can click on "Software Documentation" or "Community Support". |