I’ve been playing around with displacement maps from zbrush3.1 in max2k8 and it’s only frustrating me. so far, i think you need to make all the displacement maps 32 bit with a res of 4096 x 4096 from the MD2 zscript thingy, and you can’t plug them into the mental ray connection dropdown displacement slot on a standard material unless you apply a turbosmooth/mesh smooth modifier to your model, otherwise your model explodes. yay!
also, i’m having trouble with the UVs coming out of ZBrush, cause it seems that they don’t quite lineup on the render from max. this is probably due to the 2k maps i used, but it could also be from the AUV button I pressed in the lowest polygon mode of the model. the tutorial told me to (pinup tute), so I did. zbrush’s ability to automatically unwrap the UVs troubles me a bit, because the diffuse map came out just fine, but the displacement map didn’t. they should be using the same UVs, right?
also, WTF is with the two .tiff displacement maps ZBrush generates? Max can’t even read one of them! The +D32.tif map just causes max to popup “internal error, can’t read image”. The +R32.tif reads fine, but the displacement is off, as in it doesn’t line up with the polygons it’s displacing. I get misaligned details, like a vein on one polygon doesn’t line up when it crosses to another polygon. These maps (disp and diff) are applied to the low poly .obj I exported from Zbrush after I finished sculpting, so the disp. map should be lining up fine, like the diffuse map does. But no, it doesn’t. No morph targets were stored.
Someone needs to write an easy to understand workflow from zbrush 3.1 to Max2k8, cause the workflows from ZBrush to other versions of Max don’t work for 2008. For example, I found the recommended value of 220 (for the displacement map) to grossly expand my model to what can only be compared to the Stay-puft marshmallow man from Ghostbusters. All the detail is lost, but pulling that value back to around 90 looks closer to the model from zbrush. Maybe the value of 220 works for previous versions of max. And since I’m exporting from the MD2 plugin (in the zscripts dropdown) I shouldn’t have to worry about the alpha gain at all.
I’ve sorted through all the tutorials and step by steps on pixologic and zbrushcentral, to no avail.
I think I’m missing something here, any advice for getting these displacement maps to work? I’ve seen beautiful renders on here that I can’t seem to duplicate.