Absolutely love when super important steps are skipped and no replies are given. :D
@captainblade1155 жыл бұрын
Dude tell me about it holy shit
@avtpro5 жыл бұрын
Great way to do this. Thanks.
@phalhappy8612 Жыл бұрын
can you help show how to stitch two different DEM?
@TobiasSteiner7 жыл бұрын
How did you get the greyscale height map from the site? The downloaded content does not contain that so there is a process you're not showing here to get the final TIFF format. Thanks for your help.
@JamesArndt6 жыл бұрын
Terrain Party will give you heightmaps in PNG format. It's not as high definition as the USGS data though. terrain.party
@nineamulets76893 жыл бұрын
Hello, great tutorial but I'm having trouble. Not sure where it did go wrong but I'm getting a surface that is not smooth. It looks like each pixel is a square (quite big too) that shots from the bottom up a different levels. Not at all what is seen. I've tried several times with the same result
@JamesArndt6 жыл бұрын
Somewhere a step is missing. The USGS web site where you download the DEM files only offers .IMG format. This format doesn't open up in Photoshop. Not sure how the conversion is done? Is .IMG format natively supported in Zbrush?
@younesseelmouhili69026 жыл бұрын
you can dawnload an imagery with an extenction .DEM or you can concert the format at ArcGIS
@no0446 жыл бұрын
Hey Micheal, thanks for the nice tutorial, I cant figure out how to convert the .img files into sth workable though, tried different sites,plugins,forums but nothing seems to work really, could you provide us with some info on this matter?
@terrablader6 жыл бұрын
would use displace tool work the same?
@mariolegend7 жыл бұрын
what if I don't have mia_material_x ? Running on Maya 2017 since they took out mental ray.
@swartz3d7 жыл бұрын
You've probably figured out that Arnold is the new default in Maya 2017+. I recommend looking into GPU rendering such as OctaneRender, Redshift, etc. VRay is also an excellent render engine with "progressive rendering" capabilities that give you fast previews. Personally, I'm shifting my render projects to GPU-based solutions going forward.