please describe your workflow in great detail first.
All Unknown artist had to do was assign AUV tiles to his mesh at lowest sub d in zbrush and recreate a new displacement map and then export that new low sub d to max. So His problem was his UVs
please describe your workflow in great detail first.
All Unknown artist had to do was assign AUV tiles to his mesh at lowest sub d in zbrush and recreate a new displacement map and then export that new low sub d to max. So His problem was his UVs
DarkEdge: If I’m going to make that tutorial,I’ll post it on these forums so other people can see it too… :rolleyes:
Okay now,I don’t know what the hell is going on there and how to fix all this rubbish,but I’ve tried all defferent types of settings and none of them made the back look better.Well,maybe just a little bit…
So using MR as a renderer is still a mystery to me.
Experiment #3:
Similiar to test #1,but this time I used sub level 3,since “Cage” doesn’t work for me.
The results were quite good.Most of the details,fexed claws etc etc. Let’s rotate the model,shall we?..
The shoulder-blades aren’t chopped off now,but the overlook of them is even worse than in my first experiment. How come? The model itself has 26k polys and it’s very close the highest sub level (not the amount of polys,but the look of the model),so there is even no need to press “Cage”. And still there are problems: the spikes are even “bulkier” and there are less details on both them and shoulder-blades…
I’m getting so tired of all this stuff that I just want to quit all this displaement bussiness and continue what I was doing - enjoing the sculpting process in ZBrush…
you can do it!
after being immersed into it for as long as you have…there is no one better than you to write this out. ride the wave brother!
take a break…and then paddle back out.
eddie would do it.
unknown artist,
could you please give more detail on what import and export tools you are getting the bug with in Blender?
I’m fairly positive you are not using dxf - since that is a cad format So my guess is you are actually using some other format.
Since it is a bit off topic please email instead
LetterRip AT gmail dot com
and I will have someone look at it… (best would be if you could provide the file that you import into blender…).
Thanks,
LetterRip
Hello there,LetterRip. Since there isn’t much happening in the thread now, I don’t think a bit more “off topic” will do any harm
Unfortunately you are wrong,I am using DXF format to import the model in Blender.My guess is,there isn’t anything wrong with Blender itself,no bugs,it’s just that after unwrapping there is too much free space in that “unwrap square” (sorry,don’t know how it’s called) and that’s why I get such results in MAX…I might be wrong,though…
Could you try exporting a format that is meant for meshes? OBJ, 3DS, Collada, or LWO are all formats that are commonly used for mesh data interchange, using DXF is rather bizarre and a format that is poorly supported in Blender (there is a new script this coming release with improved DXF support, but still far from ‘great’ - even if Blender had superb dxf support I’d still question whether it would be a good idea of using dxf for anything but CAD data exchange)…
LetterRip