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
[/list]
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!
<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
[/list]
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!