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View Full Version : Max Displacment Workaround...will shock and amaze!



OnDrawnWings
07-14-04, 01:05 AM
I found an interesting work-around for Displacement detail and Max 6. If you are creating a scene for a still image and you DON'T really need to use lowpoly/displaced meshes, but you want ALL the detail that ZBrush created inside Max 6, then try this:
<UL TYPE=SQUARE>1) from ZBrush 2, Export your finished Subdiv LEVEL 7 .obj
2) Open this in Deep Exploration, (or any program that will open a behemoth .obj without crashing) it may take a minute.
3) start hiding parts of your mesh and saving the remaing bitparts out to ".max" files
4) Open the pieces 1 at a time, convert to mesh and use the Optimize Modifier (only if your machine chokes) at lvl 2.0
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I came up with this after 1000 failed attempts at getting my Dis-mapped creature to look the same as in ZBrush. I've only tested this a few times but it seems to work and I'm happy to share it with the Zcommunity. Good luck!

Buckie
07-14-04, 02:52 AM
Cheers mate, I haven't got around to exporting back to Max yet (still enjoying the freedom of ZB2) I plan to export back for stills etc so this could come in handy ;)

acmepixel
07-15-04, 09:43 AM
The only 3D apps I've used that can handle huge amounts of polys (10 million and up) without any problems, are Cinema 4D and ElectricImage. Both are cross platform.
But of the two only Cinema has an internal modeler which allows for changing SDS levels on the fly. It can also read the UV, Normal and Displacement maps. (Normal maps with the aid of a plugin). Cinema is also cheaper. (they're having a summer sale). Cinema also plays nice with Max.

FWIW