ZBrushCentral

Problem going from Zbrush to Cinema 4D

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:

  1. I stick a few zspheres together and then skin it.

  2. I create a morph target, and then devide the mesh a few times

  3. I use to projection master and the Decobrush to make a few scratches in the model

  4. I then return to the lowest subdevision level and switch to my morph target.

  5. I export the model with the texture and Group muttons off.

  6. And then the displacement map useing the 4D_D32 setting in the multi-displacement plug-in.

  7. 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.

  8. 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.

  9. 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.

I think that part of the problem is that you’re trying to use 32-bit maps. I’m not 100% sure on this, but I believe that the advanced render module is the only one that can use these maps. For HyperNURBS subdivision you should use a 16-bit or 8-bit map.

Also, are you making sure that the texture has been flipped vertically?

There’s a lot of monkeying around that you need to do with the HyperNURBS subdivision.

I recommend that you download the sample files in http://www.zbrushcentral.com/zbc/showthread.php?t=20310 and work with them to get good displacements. You’ll then be able to use the scene file that you create as a prototype for your own models. That thread also has examples where people have worked with C4D, and some of those include their settings.

YESSSS…

So I was jsut about to post another update saying that I could apply the example ones but not my own models but I just had a moment of inspiration!!

I had to export the model with the texture button active (i wouldnt have guessed that)

Tried it and it worked!

Anyway thanks a bunch for the help.