I’ve been having issues with my zb-modo workflow, mainly becaue I haven’t used zbrush in quite a while now. As a freelancer, I’ve decided to stick to a single app and master it: Modo was my best bet as it encompasses just about every tool that I need for the current work I do. Problem is, Modo’s sculpting is balls. It handles vector displacement, which is really awesome-I dont think zbrush is there yet, unfortunately it handles it really poorly. Trying to paint vector displacement on a 2k map is an exercise in smashing my head on the keyboard. So laggy its useless, imo.
Anyway, back to zbrush. In just a couple of days ( last night and tonight) I was able to refamiliarize myself with zb, and using group UV tiles solved most of my texturing problems. Using transpose I was able to (relatively) quickly work out a pose for my chefsmurf. I don’t know if it will help, but I’ll illustrate the issues I was having and write down what was able to fix them. If you were having the same probs as me perhaps it’ll give you some insight.
1)UVs. Looking at my UV map in modo, it seemed really decent. I had one UV map for the head, and one for the rest of the body, all meticulously laid out, ensuring that there was enough space between the edges. After about 10 sculpts in ZB that gave me garbage in modo, I tried using The gUV tiles within ZB and after that disps worked like a charm in modo.
2)I used to rack my brain trying to figure out the right settings for multidisplacement 2+3. There are a couple options available (one that didn’t work for me but looked like it could be really efficient). I’ll write down the hex code for the one that worked for me, and a link to a tut for the other one. It’s a ZB-MODO tut, but it should act the same within LW as I believe the renderer technologies are really similar (I don’t know for sure, though, I’ve never even seen LW in action).
-D32 ON, all other options OFF: DE-JBFK-EACADA-D32
-http://www.3dtotal.com . It won’t let me link directly to it, but you can find the tut in the freestuff/tutorials/general section. It’s about halfway down @ my 1440x900 resolution.
-Transpose. When looking to pose my smurf, I assumed it would be easiest to accomplish this at lowest sub-D level. This turned out to be very inaccurate. Because of the way transpose works, using a falloff on the mask, the more geometry u have, the less distortion you get. Simply work your mask so that the falloff area of your mask is right on the joint where you want to bend, then run the transpose tools. Works great. I was prety unfamiliar with these tools when I started, but it only took 15 minutes or so to get the feel. One thing that helped a lot was applying the mask while the rotate(transpose) tool was active. It enabled me to get a really acurate mask.
Hope this helped some. Good luck. Can’t wait to see some geometry!!
-Rage