FINALLY I GOT IT!! :bounce: :bounce:
Thanks everybody for your replies and help
I´ve an exam on Wednesday so can´t write an extensive tutorial until then. On Friday I´ll post one thread here with a detailed explanation and screenshots on how to do it
For now here are the steps to follow:
- Create the low poly model.
2.A Export the model as .OBJ without UVMapping or…
2.B Create the UVMap in LW and apply it to all the textures and export to .OBJ.
*I´ve used the 2.A way to generate the UVs in ZB. I´ve found that UV maps form LW usually generate gaps and strange deformations in the final Displacement map.
Imort the .OBJ model.
Apply the UV tile map if you followed the 2.A point above. To do so: Tool> Texture> GUV Tile button (This Group the UV tiles ZB automatically generates for an object without UVs)
Suvdivide the mesh and add detail. (Tool> Geometry> Subdivide)
When you are ready, low the resolution to the 1 stage. In the Tool> Displacement tab. Choose a resolution for the Disp. map to 2048 or more (not less or the detail will be blured) Press “Create DispMap”
Yor map will be generated in the Alpha tab. Select it there and press Filp V button. Export the map as TIFF.
6.* If you created the UVs in ZB, as I did and thats what I recomend, go to Tool> Export and export the model as .OBJ (with Divisions set to 1). This is the final model we will use in LW.
Back in Lightwave:
Download and install the Lynx3D Tiff loader and Normal Displacement plug-ins.
In Layout, load the .OBJ you exported from ZB.
From Image Editor load the exported Displacement map. This will use the 16bit tiff plug-in to load
You have your low poly model loaded in Layout, so open the modeler and convert the model to SubPatches.
Back in Layout open the Properties for the object and set subdivisions to 10 and 20 in render (This depends of each object so you will have to play with this settings to get a good resolution for your object when you load the DispMap)
Open the Normal Disp. plug-in from Lynx3D. Set Luminance Center to 50%. In the texture button load the DispMap and set UVs.
You will see nothing happens… increase the Dispalcement to 1m more or less and you will see the displacement appear. You will have to play with this value until you get what you need. Make renders to see it at full resolution and adjust the subdivisions.
If there is something I didn´t mentioned please tell me I´ll write a good and detailed tutorial at the end of the next week
Hope this helps!!