big thanks for the info, will give the steps a try-Mark
I was playing around with a ZB<-->LW workflow, too. I wanted to try and figure out something similar to the workflow discussed here:
Here's the result. The model or the paint work aren't any good, but it was more to figure out the importing process than anything else.
I'm using the NormalMapper plugin found here:
Here's the idea:
1) model the cage, and assign texture coordinates
2) Subpatch (TAB) the model and save it.
3) Freeze (ctrl-D) the model and export to a OBJ (the smooth obj)
4) Import that into zbrush, assign a texture, and sculpt and paint away.
5) export to a obj (the deformed obj) and a texture.
6) Back in Lightwave, load the deformed obj to a background layer and the smooth obj to the foreground layer and run the CreateNormalMap plugin. choose the file type and sets of texture coords and stuff. Make sure you turn on "output displacement map", and save it as HDR.
7) I converted the displacement map to a low dynamic range format with HDRshop but I think I didn't need to do this because lw support hdr images. The green channel is positive displacement and the red channel is negative displacement.
8) In layout, load up the original cage, and apply the texture map as usual, the NormalMap to the surface with the NormalShader plugin, and the displacement map to the object displacement map. Be sure to set the render subpatch level pretty high.
I haven't tried my workflow with my subpatched objects yet -- so I guess from reading Joel's post that you would have to freeze the subpatch object first? It would have to be at patch level 1, right? So the UVs would work...or not? Seems like it would be a little too low-res for accurate painting in Zbrush. I'll have to try playing with this.
Anyone else have experience painting on subpatched LW objects in Zbrush? with LW UVs?
When you export an OBJ, ZBrush automatically saves the texture wrapped onto it as a BMP of the same name. At the same time, ZBrush performs several compatibility routines such as Fix Seams and flipping the texture vertically.
When you export from the Texture palette, ZBrush does not perform these tasks. You need to flip the texture vertically yourself. You can also manually perform the Fix Seams operation by pressing Tool>Modifiers>Texture>Fix Seams.
Questions about using ZBrush? Check out these valuable resources:
ZBrush Tutorial Movies: Link
Download Center: (PDF documentation, models, plugins): Link
Online Documentation: Link
ZBC FAQ: http://www.zbrushcentral.com/faq.php
ZBC Advanced Search: http://www.zbrushcentral.com/search....st&forumchoice
I have the normal map plug-in you mention, but I don't see any "output displacement" feature. Is there something I am missing?
sorry, it's actually labeled "Save displacement map...", at the bottom just above the Okay button.
Although I've been playing with it some more and I think you get better results using just the normal map and no displacement (or a 'tradional' hand painted displacement map mixed with the normal map).