1. #1
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    Lightbulb Displacement Map in Max

    Hi everybody, before all, sorry for my english:

    I recently model a cave Troll from LOTR using Zbrush2, this is my first model using this magnificent software. I textured the model as well using zbrush. Then i exported the model in OBJ format to 3dMax5 like the manual says. I setting the bones and everything for this model. I exported the texture too (succesfully i must say) and put it in my model in 3dmax5.

    Now comes my problem, the displacement map won't work. I exported the map like the manual says. Here's what i do:

    Export the displacement map Tiff 16b, (since my version of Max can't read 16b grayscale tiff i converted to RGB at 8b Tiff).

    Impor the model in Max usin the OBJ plugin importer. Apply a Meshsmoot modifier over the model, apply a Displace modifier using the displacement map generated and... The displacement looks awful, like a ball of spikes.

    Please, i know this is a very recursive question but i can't find the answer for my truble. If somebody post the correct steps for put correctly a displacement map in Max 5 using the default scanline render and/or Brazil i'll thank you all my life

    Ohh, and sorry for not put my Troll, but i'm not in my machine, i'll put it later, promisse.

  2. #2
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    Have you checked "use existing map" (Not sure what it's called in max 5. Might be use explict mapping or something)

  3. #3
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    Since it's a started topic with the title I'm looking for I'll post my question as well....

    I saw Zeddicus successful results using Mental ray and Max 6 and I followed his steps but the results weren't satisfying at all. Has anyone solved the micropoly displacement in mental ray for max 6 and if so could you just share a max 6 file with anything in it?

    I want to find out what's causing the banding...

    And yes, I know that it works in vray.

  4. #4
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    Yes, that option are checked already.

    Now, here's some images of my CaveTroll inside Zbrush. I want that terrific look inside 3dMax5, and animate it.




  5. #5
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    great texture man!
    Ä***931;***9579;€©—***350;***948;***8356;***9563;***507;
    Aztec _ soljA
    WHEN YOU LOVE YOU SHOULD NOT SAY, GOD IS IN MY HEART, BUT REATHER, I AM IN THE HEART OF GOD. -kahlil gibran

  6. #6
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    Cool

    Oh oh, greater texture man

    Please post here this texture for all

    Thanks!

    Druid®

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    Looks very good. Have you flipped your map vertically? You can do this in photoshop or by going into your map and type -1.0 in V tiling slot (just don't do both)

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    I do that too, inside Max i change the V value from 1 to -1 but still wont work. Any other advice, anyone? How about someone who has have the same problem.

    By the way, thanx for all your replies.

  9. #9
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    Mmm, i tried to render the head post by Pixolator, it works, no micropoly, but the overall bumpines are there.



    I think the only diference between the map provided with the head and my map are the mapping method, the map of the head are GUV and my map are AUV Tiles. How can i change my displacement mapping whitout affect the texture map?

  10. #10
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    Cool

    Very cool CaveTroll
    Pilou
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges

  11. #11
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    Thanx Pilou, still strugle with te Disp Map

  12. #12
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    Hmm... What happends if you use the disp approx modifier and displacement in the material instead?

    Probably it won't make much difference, but at least you can try it...

    EDIT: How does the diffuse map look, is it also distorted?

  13. #13
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    Mmm good idea Albhin, let me try.

    Here's a reduced versión of my Disp map, the original is 2048x2048. Using the AUV tiles format for the mapping.


  14. #14
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    same problem here...

    what i would like to see is a "real world" tutorial on how to do displacement from zbrush to max, or zbrush to maya.

  15. #15
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    ive been experimenting with disp maps through Zbrush to Max6 and its successful,

    Ill write a tutorial on it and post it on the forum soon

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