Texlon
04-10-2005, 12:54 PM
Hey guys,
I am not sure if this is the right forum, if not please move it.
I am just wondering how you guys manage to get a model (basemesh) from max to zbrush, create a texture-/normal-/bump-/displacementmap and then reimport the model in max for animation and rendering. I know how to ex-/import from max to zbrush sucessfully. creating the maps is no problem too. BUT how in the world am I supposed to export my created maps along with the model so it get displayed right in max? So that's my workflow so far:
create model in max -> export obj to zbrush -> apply uv coordinates (GUV or AUV tiles) -> create texture (2048x2048) -> create morphtarget -> sudivide until I got enough for working -> put details (displacement) and texture with the projection master on it -> when finished get down to level 1 of sub-d, return to previously saved morphtarget and push the buttons for normal and displ. map -> export them -> finally export the mesh (tool) along with the color map -> import in max -> put turbosmooth on top -> assign textures -> getting totally disorted textures -> flip maps vertically in PS -> back in max the color map works but the displ. and normal maps don't really work, they show the borders between the uv-tiles.
So guys, I need a little help. What's wrong with my workflow? I think I am doing something wrong with the mapping or exporting...
Best regards,
Leon
I am not sure if this is the right forum, if not please move it.
I am just wondering how you guys manage to get a model (basemesh) from max to zbrush, create a texture-/normal-/bump-/displacementmap and then reimport the model in max for animation and rendering. I know how to ex-/import from max to zbrush sucessfully. creating the maps is no problem too. BUT how in the world am I supposed to export my created maps along with the model so it get displayed right in max? So that's my workflow so far:
create model in max -> export obj to zbrush -> apply uv coordinates (GUV or AUV tiles) -> create texture (2048x2048) -> create morphtarget -> sudivide until I got enough for working -> put details (displacement) and texture with the projection master on it -> when finished get down to level 1 of sub-d, return to previously saved morphtarget and push the buttons for normal and displ. map -> export them -> finally export the mesh (tool) along with the color map -> import in max -> put turbosmooth on top -> assign textures -> getting totally disorted textures -> flip maps vertically in PS -> back in max the color map works but the displ. and normal maps don't really work, they show the borders between the uv-tiles.
So guys, I need a little help. What's wrong with my workflow? I think I am doing something wrong with the mapping or exporting...
Best regards,
Leon
