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jakerupert

Sorry, if this might not be the right place , where I could post my question,
but since Z-brush is modeling and texturing only and no competition for AM,
I guess this might be o.k..
Its similar to using photoshop or a paintprogramm it seems to me.
But if this post should violate the forumrules, simply please forget it.
So:
I would like to know, if anybody in this forum uses Z-brush for texturing with displacement and normalmaps
and what their expiriences are? (Mabe just answer PM)

With the obj im-and export or the obsidian x-porter ist should be possible, shouldn`t it?

Thanks a lot

;>) jake

Paul Forwood
JohnArtbox has used Z-Brush with A:M models. Perhaps a search of the forums will turn up his methods for you. I'm not sure if there is a way to get the models back into A:M though.

I believe that Z-brush uses the displacement that you paint onto the model to add, or remove, geometry where it is needed. In A:M we can use displacement maps, (painted greyscale images), to add detail to our models but the model's geometry remains unchanged. This is a good thing as it keeps the file size down but the Z-brush and Mudbox method of modelling detail is very intuitive and natural to artists and it would be great if they could be made to work with A:M.

The Terrain Wizard in A:M works very well at generating new geometry from a greyscale map but it is only a planar displacement. Now if it could be made to work in 3D, building geometry which is displaced along the normal of each pixel that would be cool! Even cooler if it could be integrated with A:M Paint smile.gif
zandoriastudios
Basically you need to have your A:M model ready and textured, then you export a version of it to paint on. After painting that version, you are done with it--all you want are the maps that you painted in the other application.
Import them into A:M and add them to the Image container of the decal. Since 3rd party formats do not allow you to have multiple sets of UV coordinates, you should set up your decal on one sheet, as described in this tutorial:
http://www.zandoria.com/uv.htm

The only problem that I have encountered is in the 5point patches and their UV coordinates... but I haven't experimented with that lately...

For me, I get everything I want with just A:M, 3DPainter, and Photoshop. But since A:M can make use of those incredible displacement maps, I can see the appeal of experimenting...
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