|03 March 2011||#1|
3D Modeler and Texture Artist
ZBrush to Max
I am SURE there plenty of subjects on this...but I have to word it in my own words.
I have a model in 3D Studio Max 2011 64 bit. I export selected using ZBrush preset option.
Open the OBJ in Zbrush and sculpt away.
I create a displacement, and normal maps. Turn those to face the proper way in Photoshop.
Export the lower resolution model into OBJ and load it into max.
Load up a displacement map, lower the intesity to 10, Object is still blown out and loses lots of detail. Lower it more, still puffy and blown out.
Try loading a normal map, same thing.
Turn those off and just put on my Diffuse map.
The map stretches in awkward areas! It still has the same UVs I made in Max.
Delete that OBJ. Go back to ZBrush and use Decemation Master.
I decemate at 20% leaving me with 600,000 polys....and even still not enough detail when loaded into Max.
At least when I put the Diffuse map on, it only stretches in....the sculpted areas! Making my model look like crap.
Anyone got any ideas? I would love to get this together so I can make a good portfolio poece out of it.
|03 March 2011||#2|
Freelance chacha teacherportfolio
3D / 2D Artist
How does it look when you throw a checker map on the model to check UV distortion? Might need to adjust your UV's.
|03 March 2011||#3|
New York City, USA
Join Date: Dec 2001
First off check your UV's as recommended, bad uv's can cause this for sure.
Are you using a displace modifier, vray displacement, or mental ray displacement?
First thing I would recommend is using rendertime displacement, not any of the displacement modifiers that require a high polycount to do the job. It the model is bloated and lacking detail you need to either adjust your polycount(if using a displace modifier) or the edge length settings if using rendertime displacement.
There is a much more efficient workflow, why not use goz to go between apps? Why not try texture painting in zbrush? using this combination you should get predictable results.
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