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#1 zandoriastudios

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Posted 14 October 2013 - 07:30 PM

The last udate to Zbrush has an automatic retopology tool that will analyze the sculpt and remesh it to quads. Here is a test using the .obj import in a modeling window:

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#2 John Bigboote

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Posted 15 October 2013 - 07:41 AM

That's pretty cool... does it render smoothly? Can you set it to generate less-dense geometry?

#3 robcat2075

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Posted 15 October 2013 - 08:14 AM

All Quads... It's about time. I wonder who wants that besides A:M users?

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#4 detbear

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Posted 15 October 2013 - 08:30 AM

That is a great feature for lowering spline counts in A:M. Too bad that A:M has no way of matching moving splines from other apps in that fashion.

#5 robcat2075

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Posted 15 October 2013 - 09:16 AM

That is a great feature for lowering spline counts in A:M.

Too bad that A:M has no way of matching moving splines from other apps in that fashion.


I believe William Sutton has a tut somewhere on importing NURBS spline models

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#6 detbear

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Posted 15 October 2013 - 09:40 AM

Will's note here concerning Z-Brushes retopology tool is that it exports quads. The exciting thing about that is that a low spline version can be exported into Hash. AND THEN a higher mesh within Z-Brush can be exported as a texture map and placed onto the A:M import seemlessly. The resulting combination is a very detailed render out of A:M. PLUS....if you export an animation out of hash, the textures and animation can be used externally also. MY point with the moving splines has to do with morph targets and importing cp positions as well in more than one position. Which is really off topic. So I should have placed that in the other more relevant thread. My Apologies.

#7 zandoriastudios

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Posted 15 October 2013 - 10:49 AM

That's pretty cool... does it render smoothly? Can you set it to generate less-dense geometry?


Yes, you can set a target poly count! What would be cool is to be able to bring it in with the UVs and easily use the higher res version to generate displacement. I think I will still be able to do that, but it may take another step...
I'm thinking that I could take a textured version from A:M out as an .obj and bring it back into Zbrush and use the high-res details to generate a displacement map. Or maybe TROER might be a way (but it wasn't able to open this one...)

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#8 Fuchur

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Posted 15 October 2013 - 11:00 AM

That's pretty cool... does it render smoothly? Can you set it to generate less-dense geometry?


Yes, you can set a target poly count! What would be cool is to be able to bring it in with the UVs and easily use the higher res version to generate displacement. I think I will still be able to do that, but it may take another step...
I'm thinking that I could take a textured version from A:M out as an .obj and bring it back into Zbrush and use the high-res details to generate a displacement map. Or maybe TROER might be a way (but it wasn't able to open this one...)


I did that with 3dCoat... it should be quite easy with ZBrush too. Looks very promising Will!
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#9 Malo

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Posted 15 October 2013 - 11:58 AM

It's a great tool!
Look at this picture:
Posted Image

Keep the purple topology and you get a topology compatible with AM:

I explain the method in this topic: http://www.hash.com/...mp;#entry390604
Don't need to remodel or to retopology the model in AM. (there is some correction to do, You can find some patches made with more than 5side, but it is very easy to repair, before import in AM)

#10 zandoriastudios

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Posted 24 December 2013 - 11:23 AM

I'm really liking that Zbrush and A:M play so well together! Here is a quick tutorial going from Zbrush to A:M:
http://zandoria.word...2013/12/24/642/

Posted Image
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#11 Shelton

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Posted 24 December 2013 - 11:48 AM

That is cool. So it is imported as a prop? Steve
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#12 zandoriastudios

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Posted 24 December 2013 - 12:08 PM

No--NOT a prop! It is patches
with Zremesher, it went from 1/2 million polygons to a little more than 6,000 patches!

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#13 Shelton

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Posted 24 December 2013 - 12:21 PM

Will. I saw this on your blog. Wow that is cool. Steve
In Production (somewhat of a production) "Cupid's Sick Day"

#14 nimblepix

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Posted 27 December 2013 - 06:45 PM

Thanks Will. That sure opens up a lot of possibilities, to say the least.

#15 jakerupert

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Posted 27 December 2013 - 09:23 PM

What still breaks this pipiline is that you cant transfer the uvs and get just a naked model without displacement and normalmaps right?

#16 John Bigboote

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Posted 28 December 2013 - 09:44 AM

Great RnD, Will. I need to get hip to your blog... yeah what about the displacements in this process?

#17 zandoriastudios

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Posted 31 December 2013 - 11:22 AM

Jake, I haven't taken it that far, so I don't know how the textures would import on the .obj import... My thought would be to setup UVs in A:M and then export back out to .obj, then use that model in Zbrush to project displacement and turn any polypaint into texture maps (At this point you already have the .mdl in A:M). But that may be an unnecessary step--I will followup...

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#18 higginsdj

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Posted 27 January 2014 - 06:39 PM

I'm trying this myself but the AM splines are not converting well from the Poly mesh quads. On one leg, instead of parallel slines I get a continuous spiral spline :( Might see if I can find a way to reduce the mesh count even further without compromising too much detail... I love sculpting models now :) Cheers
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#19 zandoriastudios

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Posted 28 January 2014 - 10:55 AM

draw guide curves before running it, and it will use them to determine edge loops and stuff

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#20 higginsdj

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Posted 29 January 2014 - 12:49 PM

Ah - yes - still working my way through the tutes - so many tools, so much to learn....
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#21 zandoriastudios

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Posted 22 May 2014 - 07:44 AM

When you create UV's inside of ZBrush and export an .OBJ and then import it into Animation:Master, your imported model will have a DECAL that uses them. Here is an example of a cliff that I created in ZBrush and imported into A:M. You can see the UVs in the Decal View, and the cliff in the final shot:

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#22 Fuchur

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Posted 22 May 2014 - 09:21 AM

When you create UV's inside of ZBrush and export an .OBJ and then import it into Animation:Master, your imported model will have a DECAL that uses them. Here is an example of a cliff that I created in ZBrush and imported into A:M. You can see the UVs in the Decal View, and the cliff in the final shot:


steffen reworked the obj import at v18a or something like that. maybe this is what he did?
sounds very cool for me :).

see you
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See my projects, tutorials, reviews and join the German Animation:Master-Community at
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Name: Gerald Zum Gahr, alias Fuchur
What stands "Fuchur" for?

Do want to see my favorite A:M-images?
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#23 robcat2075

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Posted 22 May 2014 - 09:55 AM

Heu , Will... here' what I'm wondering... Can you now make a basic shape in A:M, take it to ZBrush and add a bunch of surface detail, then somehow export a map from Zbrush that can go back on the basic shape in A:M and act as a displacement map to make it look like the denser, more complicated shape you sculpted in ZBrush?

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Got an A:M question? Come to Live Answer Time.   Saturdays, Noon CDT (1700 GMT)

Watch the 2017 "Summer Memories" Image Contest Awards

 

My tutorials All my most beloved tutorials in one convenient location. Except for the ones I've forgotten about.
 
this is only a ... my gallery of A:M tests

87,848 pushed!: the #1 heavy push on Youtube

Big thanks to... Roger (again!), Shelton (it's huge!), NancyGormezano, Roger, cribbidaj, thefreshestever, Tom, Dalemation, Simon Edmondson, thejobe, Rob_T (2 more x), agep (again!), itsjustme, jason1025(+1), dblhelix (+1),markw, Roger (3x!), mouseman (x 2!), Xtaz, agep, Gerry, thefreshestever, dblhelix (twice!), jason1025, Luuk Steitner, PDM, Rob_T and Dhar!


#24 zandoriastudios

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Posted 22 May 2014 - 10:35 AM

yes, you can do that. In this case, I made a low-res proxy for the cliff and exported an OBJ from A:M. Then I subdivided it in ZBrush and sculpted and painted it. Then I exported the lowest subdivision back out as an .OBJ and imported into A:M. If you setup your decals in A:M, then you should be able to do just what you said--however, once you try UVMaster inside ZBrush, you may not want to bother ;)

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#25 zandoriastudios

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Posted 13 August 2014 - 03:54 PM

More experiments with ZBrush and A:M.  The dino is sculpted and poly-painted in ZBrush then I exported an .obj with color and displacement maps. I made a specular map also from the displacement. Imported all of that into A:M in a new model:

 

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#26 Rodney

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Posted 13 August 2014 - 08:29 PM

Nice!  

 

Are keeping them as OBJ files/Props?

I assume you might want to animate them eventually.

 

I suppose in a pinch one could animate the OBJ files in A:M via a stopmotion methodology, swap in/swap out or turn on/turn off in order to gain the effect of movement with different iterations of the same object.


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#27 zandoriastudios

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Posted 14 August 2014 - 10:33 AM

no--you aren't reading the whole thread... I am using the OBJ Importer--they are now PATCH models, with all of their texture information converted to DECALs

So they can be rigged and animated in A:M


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#28 detbear

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Posted 14 August 2014 - 11:28 AM

That's really cool Will.

 

Getting Z Brush level textures stamped onto A:M models is an awesome combo.

 

Is it automatic to have the mapping info come in automatically. I know that there are a few

other Apps that bring in the maps to the A:M obj importer seemlessly.

Whereas others take a lot more pre-work.

 

Is ZBrush one of those "works seemlessly" just by exporting and importing into A:M. Or is there a "pre-flight" 

protocol you must do in ZBrush to make sure the textures come in and stamp on correctly.

 

I don't have Z-Brush...so I can't try it myself.



#29 zandoriastudios

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Posted 14 August 2014 - 12:22 PM

Automatic. But if you clone textures and export them separately (such as Normal Map), flip them vertically. (I think you can make that a preference)


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#30 Rodney

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Posted 14 August 2014 - 04:51 PM

I am using the OBJ Importer--they are now PATCH models, with all of their texture information converted to DECALs

So they can be rigged and animated in A:M

 

 

Nice.  I knew that was what you were doing before but it seemed like you were stopping with the OBJ models in this instance.

I could easily see the value for generating props that way but knew you'd be wanting to animate creatures like this. :)

 

Thanks for the clarification.


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#31 jakerupert

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Posted 14 August 2014 - 07:44 PM

Interesting ears on the dino.;)

#32 Fuchur

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Posted 15 August 2014 - 12:43 AM

Very cool :).

 

It still seems to be many patches (although  12.000 isn't that much...) but I am sure you can define how many subdivisions you want in ZBrush.

This is a very interesting method anyway :).

 

See you

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"I know, that I don't know."
See my projects, tutorials, reviews and join the German Animation:Master-Community at
www.PatchWork3d.de

Name: Gerald Zum Gahr, alias Fuchur
What stands "Fuchur" for?

Do want to see my favorite A:M-images?
Best of A:M collected by Gerald Zum Gahr

Searching for a *.X-Exporter(DirectX) or a *.dts-Exporter(Torque) for A:M?
Exporter Page

And how can I export to *.FBX-files or other 3d- / game-engines?
FBX-Pipeline to Unity3d / DirectX-Pipeline to Quest3d

Need more converters? *.obj OBJ), *.lwo , *.act or *.dxf ?
Arthur Walaseks' Exporters

Searching for great and free plugins?
www.sgross.com by Steffen Gross

You are searching for tutorials? More video- and text-tutorials can be found here:
Tutorial section of PW3d

You want to make your own video tutorial?
Recommended Tools and Step By Step Instructions

"R M B" stands for "Right Mouse Button"!