ZBrushCentral

Using a Displacement map IN Zbrush

Ok here goes,

I imported a low res cage into Zbrush from Max. I then detailed it and extracted a displacement map to use in Max. I then rigged the character so it can be animated.

All of that worked fine. Now I need to make some box art for the same character and I want to use a renderer that does not support displacement mapping. My idea was that I would pose the low poly character and export it back to Zbrush and apply the displacement map back onto the object where I would then tweak the geometry a little more. Finally I would export the hi rez geometry back to Max and render using whatever renderer I want.

So my question is can Zbrush do this?

Thanks in advance

Yes. Apply the displacement map to the Alpha channel while the model is selected. Next, press Alpha>Make Tx, select a white color, and then press Texture>Clear. You will now have the alpha and a white texture of the same size applied to your model.

Turn off the Quick 3D Edit button on the top shelf, and in Tool>Display Properties set DSmooth to 1.

Now Divide your model as many times as are necessary to match your original high res mesh. All that’s left then is to activate Tool>Displacement Map>Mode so that full displacement is activated and set the Intensity value to give the right amount of displacement. Add additional subdivision levels if necessary to get the quality of detail that you need.

At the bottom of the Displacement Map menu, you’ll see the Apply DispMap button. Press this to convert the displaced details into actual geometry, which you can then model however you please.

Matthew,

Thanks a ton… it worked great!

Hi!
Which method did you use to apply displacement in max, did you use the V ray rendere or the nvidia plugin? Is your version max 5 or 6?

Thanx Kanga

nice. I’ll give it a try.