![]() Then with a press of the GoZ button in ZBrush you can load the changed model back into Modeler and your shaders will be automatically applied to the object containing all color, displacement, and normal map information. ![]() You can begin your model in LightWave Modeler and send to ZBrush to create the UV map and paint your color texture map and generate your displacement and normal maps for the object. Our GoZ implementation is flexible enough to allow you to work in a variety of different ways. ZBrush™ also expects one surface name and a single UV map on the object. You should prepare geometry with tri and quad polygons only. As with any data interchange there are certain ideal workflow practices to be aware of to achieve the best results. ![]() GoZ™ support is available in both Modeler and Layout.
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