That is exactly the question I asking about;
how to introduce ZB in my workflow.
My mesh is a âmedium ressâ means, itâs enough to render well inside 3dsMax with a meshsmooth iteraton set to 2, and detail with bump map or displace.
The question is how to generate this map, traditionnal (Photoshop) or ZBâŠ;;;
The All body is about 4000 polys, for the head I had to lower the geometry to about 1500 polys, so that I can divide in ZB to about 2 millions polys to acheve the kind of detals want ( wrinkles, veinsâŠ)
To do that i need to âexplodedâ my mesh into several differents parts, and thatâs where big mess comes in:(
Plus in that test I use a mesh with half UV coordinates, means half the head as UV map and there is a symetry, once the Displace is exported it use that UV and inside MAx have an horrible symetry mapâŠ;;
Well no the way to do that.
About the question of definition, I unwrapped the all body into a single unwrap, even with a resolution set to 2048, each part only receive a small potion of the map and there is empty space, maybe I should set one uvmap for each part and deal with multiple materialos aftewards into Max.?