Hi all, my fist post here.
I am working to learn how to apply Displacement Maps (DMap) generated on Zbrush to Lightwave(LW) objects.
I’ve seen some tutorials and i managed to do the trick…
My latest ‘test’ was to do an anatomic face from a mask.
This is my orignal object, the mask.

This is my work on Zbrush (Sdiv 5, but read 7, cause i freezed the SubD lvl 4 in Lightwave object before export, because of the UV, i got afraid it got all messed up, maybe i did wrong).

It could be better but its ok for testing… The problem is that at this level i can’t have smooth strokes on Zbrush, because dabs start to space alot from each other, due to processing heavy mesh (1.280.000 polys) . By the way, any other way to solve this spacing, other then apply the strokes reeaaalllyy slow?
(Generated DMap: Contrasted for better visualisation and original object UV overlayed; outer points were down sized to center to avoid the edges of the map)

Now the problems start when i go and apply this Diplacement Map to that cute mask…
Instead of the shapes and the detail i had in Zbrush, looks like the geometry is too lazy to go where i supposed to… [color=Lime]Whats my problem here? Expecting too much of Displacement map?
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Nodes well done i think: Texture with mip map off, UV appled. Luma to Subtract (0.5). Result to Multiply. Result to Scalar. Spot Info to Scalar. Result to Displacement.
(Render with Subpatch Lvl: 50 | 149.000 polygons)
Since i wanted results, i went on ‘heavy’ way. I exported the Zbrush Sdiv lvl 3, calculated DMap from 3 to 5. Went to Lightwave and rendered that heavy mesh with subpatch lvl 2 (149000 polys) with the new DMap apllied on. And it worked… ( now i could see in detail all those crapy bumps on the muscles fibers :P)

Then i started figuring: Well the UV map hasn’t changed much… only the geometry has changed… Since the SDiv 1 on Zbrush is no longer alike my original model in Lightwave, and the DMap is calculated based on SDiv1…
Then the words: ‘morph map’ came to my mind. I exported Sdiv 1, loaded on LW, put my orignal model on foregound and the Zbrush exported on background and executed ‘BKGMorph’. Voilá, my model looks like Zbrush Sdiv1.
So now my DMap would be apllied to an object looking just like the Sdiv 1 in Zbrush… So there were more chances the DMap would work right this time.
Wrong… : \ It came out like this

(SubD 4 , 156.160 polys) The volumes displaced correctly but the fine detail was lost :\
So i increased the Subpatch to 16 and this message came out ‘Not enough memory for object Polygon Data’
My brave AMD 2200 was bleeding out but managed to calculate these 2.498.560 polys. But still, Fine detail is not so good has in the heavy mesh render…

= Questions =
How can i make sure that i won’t have this happening again; aplyed DMap not looking like in LW? How can i make sure mesh goes where i want without having to use some heavy mesh objects from Zbrush on LighthWave and still getting all the fine detail?
Ty for replys…


