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XSI Zbrush Displacement Tutorial Part 1

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Uploaded by on Jul 23, 2007

XSI and Zbrush tutorial dealing with displacement maps.

Category:

Film & Animation

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License:

Standard YouTube License

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Uploader Comments (JamesCGI)

  • just want to know. i have model a organic, and i rigged it and unwrap it correctly. then i put it in zbrush and create displacement. is this tutorial will work? does rigging affect the displacement?

  • The displacement map will not affect your rigging per say. However, you will want to make sure that your displacement map does not 'push' out the geometry too far. In other words, if your displacement map is incorrect or too exaggerated you encounter problems. You will also want to double check your model and how it looks once you have the displacement map working and the model animated.

  • and btw can i generate a right Normal map in this tut?

  • Zbrush can generate a normal map. Do a search for "Zbrush normal map" or "Zbrush Zmapper" and you should find many discussion threads and tutorials on normal maps and Zbrush. You can also go to the offical Zbrush forums and search by 3D application (Max, Maya, XSI, etc) to learn about how to incorporate Zbrush into your workflow.

  • well i guess i need to try XSI.. i have the software but never tried it... so what's do you think the best software for modeling organic object?

  • All the big packages (and many small ones) can generate organic looking models. Much of it comes down to your personal preference. I would recommend downloading trial demos and seeing how you like each package. Zbrush itself is especially good at making organic models.

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All Comments (21)

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  • Ohhhhh It's a tentacle:P

  • how to cut the foot or arm in zbrush?!?!?!?

  • Can you cut of the arm or foot and if you can how do you do it? please send a msg to me relly need to know that

  • may I have the link to the forums

  • actually.. i'm not planning to make an animation.. i just want to pose the model, then convert it again and delete the biped..

  • I was just pointing out that every software package has a slightly different way of doing things. Thus Max, XSI and Maya will all have their own interface and workflow to generate a UV map. You often need to tweak the results to get something that works well for you.

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