[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: Untitled-4.jpg (270 KB, 1597x773)
270 KB
270 KB JPG
So Zbrush is absolute horrible with alpha channel and transparency.

>Using spotlight projection for create eyes
>Create eyes texture, png, big resolution just in case
>No matter how many subdivisions level I have in my model, it always gets jagged edges.

Any ideas on how to fix this? I already wasted 3 full days looking on forums and everywhere. I dont even know anymore if Im creating the texture wrong
>>
soften the alphas, they edges are too sharp.
>>
File: Untitled-4.jpg (592 KB, 1609x772)
592 KB
592 KB JPG
>>629037
blurred everything just in case, (left image) and look how it is showing in zbrush (right) even before projecting the image on the polygons
>>
>>629035
>wastes 3 days of his life instead of using another method/program which would take 5 minutes max
You deserve this
>>
>>629054
Ok I know, at the end Im going to do this in substance painter but come on, isnt there any solution for zbrush?
>>
>>629056
I think you maybe underestimated the resolution needed for having nice polypaints.
For a simple sphere going up to 8 mil isn't unheard of and even then, its just on the line of being ok. Subdiv 3 more times than you're comfortable with and try again
>>
thats what you get for making an anime
>>
>>629064
I tried subdividing it a lot more, but thats not really the problem.
When I import the texture it already has jagged edges, no matter the surface.

Tried projecting a single letter using a png with alpha channel and it happened the same
>>
>>629035

Probably there is a problem with antialiasing. Try going to your graphics card setting and check antialiasing to x2 or x4. Let me know if it works.
>>
>>629110
Thanks anon, but it didnt work neither. I tried creating other png + alpha and using them in 3dsmax or as simply transparent images and they worked out perfectly.

It has to be something with zbrush
>>
I might be completely dense here, but alpha can have various bit depths, right? Like 1 bit alpha, where a pixel is either fully transparent or fully opaque, or 8 bit alpha, where a variation in transparency is possible.

If your texture shows jagged edges, it could be that, for some reason, the bit depth is 1. If the texture is already jagged on import, check how your texture was saved (wrong bit depth maybe?) or how it is being imported into Zbrush (maybe some setting you need to tweak). It could be that in Zbrush, to improve performance, the alpha can be switched between 1 bit and 8 bit, in case of many large textures with alpha,.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.