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File: cutforx.jpg-(87 KB, 960x540)
So I am trying to use a...
Anonymous 06/10/14(Tue)07:28 UTC+1 No.426775 Report

So I am trying to use a displacement map in maya which I created in zBrush and I have come into an issue. Please view the image.

When I dial up the alpha value, my model is getting shredded.

What is a common cause for this?
Anonymous 06/10/14(Tue)07:41 UTC+1 No.426781 Report

I turned on smoothing an now it appears to work. Why is that?
Sgt. 06/10/14(Tue)08:52 UTC+1 No.426788 Report

Anonymous 06/10/14(Tue)17:01 UTC+1 No.426808 Report

I need ms paint to explain this properly but basically when you have a mesh with faceted edges/normals, each face is essentially a separate object, so they are all displacing outwards from each other to the point where they detach from the body and float in space. Smoothing your mesh, or applying smoothing to your normals fixes this by making the direction the polygons displace out the same at the edges, rather than each polygon moving in it's own direction.
Anonymous 06/10/14(Tue)20:19 UTC+1 No.426821 Report

I'm not sure what you did but it looks like you somehow extruded all the faces by individual polygon.
Anonymous 06/11/14(Wed)02:20 UTC+1 No.426860 Report


I think I gotcha. In order for them to displace to those position without growing larger, we need more geo on their edges. Otherwise they just expand outwards.


This was an import from zBrush, also checked my faces were connected.


I am near the end of the project, I'll show what I I've done later in the week.
Anonymous 06/11/14(Wed)02:31 UTC+1 No.426861 Report

Anonymous 06/11/14(Wed)03:11 UTC+1 No.426867 Report

Show UV Map and Displacement Map?
Anonymous 06/11/14(Wed)09:45 UTC+1 No.426903 Report

You can't vector displace polygons without experiencing tearing. When you smooth the model you convert it to subD, which can be displaced without experiencing tearing.

Don't ask me why, that's just how it goes.
Anonymous 06/12/14(Thu)01:29 UTC+1 No.427015 Report

the faces seem to extrude not together

Edit Mesh/ Keep faces together
Anonymous 06/12/14(Thu)01:44 UTC+1 No.427016 Report

are you that guy on zcentral making the ferret? cause that doesn't look like one at all
Anonymous 06/12/14(Thu)02:17 UTC+1 No.427023 Report


Prob not, I have not posted any images of it. I hang out on Pixelogic.

It's funny you bring up ferret, I have a friend in my class doing a ferret after I started working on my project.
Anonymous 06/12/14(Thu)02:27 UTC+1 No.427024 Report


Oh nvm, same website.

Prob me then, I have the same image posted here.

The project is a toon fox. I get a lot of people looking at it and seeing a different animals(wolf, cat, horse and you perceive a ferret). In character design, wouldn't we say that an unrecognizable form is a truly unique design? My teacher always comes up to me and asks me, "Hows your dog coming"?

It's a first character model and I am using toon shaders, I am not going for realism. The shape and form is up for interpretation.
Anonymous 06/12/14(Thu)03:05 UTC+1 No.427029 Report

no yours looks like a fox, the guy on zcentral says its a ferret but it looks like a dog
Anonymous 06/12/14(Thu)03:20 UTC+1 No.427033 Report


Do you have a link? I am curious if it is my class mate
Anonymous 06/12/14(Thu)09:55 UTC+1 No.427065 Report

So I am approaching the end of my model, I am use toon shader outline and I would like to remove the outlines around the eyes, they are just too jittery.

How could I mask off an area from rendering a shader? My initial thought is to put invisible boxes over the eyes and apply some property that would cancel out the lines behind them.

Any ideas?
Anonymous 06/12/14(Thu)19:21 UTC+1 No.427128 Report

An easy way to get the toon shading effect is to duplicate your mesh, enlarge it a little, then reverse your normals. Change the material to black, I find this easier to control how I want my outlines to look like in certain areas as well.
Anonymous 06/12/14(Thu)21:24 UTC+1 No.427135 Report

On a related note, what programs can I use to turn a normal map image into a displacement map?
Anonymous 06/12/14(Thu)23:51 UTC+1 No.427146 Report

there are photoshop scripts that'll convert a tangent normal map into a greyscale height map
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