OK I’m really getting frustrated with this! I Finnaly choose C4d as my 3d modeling program and now I’m trying to bring my Zbrush made models into C4d as low polygon models and displacement maps. I have searched through the threads here at ZBC, I have read through the manual, and I have read through the C4D-Zbrush pipeline guide and all I can do is get my deformations to show up on a primitive shpere i made in zbrush. What I can’t do is make the deformations from my zsphere-born models apply properly in C4D.
This is my process:
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I stick a few zspheres together and then skin it.
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I create a morph target, and then devide the mesh a few times
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I use to projection master and the Decobrush to make a few scratches in the model
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I then return to the lowest subdevision level and switch to my morph target.
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I export the model with the texture and Group muttons off.
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And then the displacement map useing the 4D_D32 setting in the multi-displacement plug-in.
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In C4D I “merg” the object into the scene and then create a new material where I load the displacement map as a texture in the displacement channel.
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I don’t have the advanced render modul (infact i dont have any moduls) so instead of useing the material editor to subdevide the mesh when rendering I have to manualy subdevide it a few times with “hypernurbs subdevide” checked.
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I check the box next to desplacement, and then apply the material to the model by dragging the icon over it.
After all this, either i can’t see my desplacement at all or its out of shape and applied wrong!!
When i use this same process with a primitive sphere my deco scratches come out fine its just when i start with zspheres that i have a problem.
Please someone tell me what I’m doing wrong.