{"id":2142,"date":"2012-04-29T20:07:17","date_gmt":"2012-04-29T20:07:17","guid":{"rendered":"http:\/\/www.terrymatthes.com\/?p=2142"},"modified":"2024-03-06T20:10:25","modified_gmt":"2024-03-06T20:10:25","slug":"zbrush-to-maya-tiling-meshes","status":"publish","type":"post","link":"https:\/\/terrymatthes.com\/2024\/2012\/04\/29\/zbrush-to-maya-tiling-meshes\/","title":{"rendered":"Zbrush to Maya: Tiling Meshes"},"content":{"rendered":"<p>I&#8217;ve wanted to try this tutorial for a while and now that I have I thought I would share it with you guys.<a href=\"http:\/\/www.terrymatthes.com\/unreal-2\/materials\/seamless-textures-in-photoshop\/http:\/\/\"> Creating seamless textures<\/a> is one thing, but tiling mesh surfaces isn&#8217;t always as easy as it may seem. Osart has posted a <a href=\"http:\/\/osart3d.wordpress.com\/home-page\/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments\/\">tutorial<\/a> on his <a href=\"http:\/\/osart3d.wordpress.com\/\">blog<\/a> that walks you through the process with a couple of different paths you can take when it comes to developing your low poly version of the mesh. The process involves using Zbrush to create a tiling displacement map. The only part of the tutorial I got hung up on was the UV section. At one point he asks you to &#8220;<strong>normalize<\/strong>&#8221; a group of UVs. Normalizing the UVs is done by selecting the particular UV shell you want and then going to <strong>Edit UVs<\/strong> &gt; <strong>Normalize <\/strong>under the <strong>Polygon<\/strong> menu tab. This scales the shell you have selected so that it takes up the entire 0-1 texture coordinate space.<\/p>\n<p>The tutorial is full of really really great stuff. You should go RIGHT NOW and check it out. Below is a tiling rock mesh I made using <a href=\"http:\/\/osart3d.wordpress.com\/home-page\/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments\/\">Osart&#8217;s Tutorial<\/a>. To make the normal and ambient occlusion maps I used xNormal. The diffuse map was painted in Photoshop. If you have any questions I would try and get a hold of Osart, or I could help you as well.<\/p>\n<p>The next step I&#8217;m going to take is to bring this mesh into the UDK and create a material for it. I&#8217;ll append this post with those results over the next few days.<\/p>\n<h1><a  href=\"http:\/\/www.terrymatthes.com\/wp-content\/uploads\/2012\/04\/Rocks_togeather2.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"0\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-2149\" title=\"\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2.jpg\" alt=\"Tiling Rock Mesh\" width=\"586\" height=\"417\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2.jpg 1200w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2-300x214.jpg 300w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2-1024x730.jpg 1024w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2-768x547.jpg 768w\" sizes=\"auto, (max-width: 586px) 100vw, 586px\" \/><\/a><span style=\"color: #ff9900;\"><strong>Weekend Update!<\/strong><\/span><\/h1>\n<p>I&#8217;ve imported the mesh as an FBX into UDK and softened all the verts. Rocks have a funny specular pattern and it wasn&#8217;t something I could create within the UDK so I created a separate specular map. The following material uses a normal, diffuse, and specular map. Instead of explaining the whole map I thought I would just post it along with a shot of the rock mesh titled several times in the UDK.<\/p>\n<p><a  href=\"http:\/\/www.terrymatthes.com\/wp-content\/uploads\/2012\/04\/rocks_material.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"1\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-2163 alignleft\" title=\"\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_material.jpg\" alt=\"Rocks Material\" width=\"300\" height=\"224\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_material.jpg 829w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_material-300x224.jpg 300w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_material-768x574.jpg 768w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><a  href=\"http:\/\/www.terrymatthes.com\/wp-content\/uploads\/2012\/04\/rocks_UDK.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"2\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-2164 alignleft\" title=\"\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK.jpg\" alt=\"Rocks UDK\" width=\"300\" height=\"152\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK.jpg 1803w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK-300x152.jpg 300w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK-1024x520.jpg 1024w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK-768x390.jpg 768w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/rocks_UDK-1536x780.jpg 1536w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve wanted to try this tutorial for a while and now that I have I thought I would share it with you guys. Creating seamless textures is one thing, but tiling mesh surfaces isn&#8217;t always as easy as it may seem. Osart has posted a tutorial on his blog that walks you through the process [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2149,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","om_disable_all_campaigns":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[341,5,342,9],"tags":[183,185,204,234,240,241,328],"class_list":["post-2142","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog","category-modelingsculpting","category-r-d","category-techart","tag-maya","tag-mesh","tag-osart3d","tag-rocks","tag-seam","tag-seamless","tag-zbrush"],"acf":[],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/04\/Rocks_togeather2.jpg","_links":{"self":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2142","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/comments?post=2142"}],"version-history":[{"count":2,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2142\/revisions"}],"predecessor-version":[{"id":4348,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2142\/revisions\/4348"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media\/2149"}],"wp:attachment":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media?parent=2142"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/categories?post=2142"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/tags?post=2142"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}