Hi all,
i have a model in C4D with and without Hypernurbs. So i think i should take the version without Hypernurbs and export it as a Wavefront obj. This works fine, but because of some triangles the mesh looks slightly different in Zbrush. Shouldn’t be a problem if i only take the Displacement map from Zbrush, instead of the whole sculpted mesh. So, what is my problem? Now, here it is:
Point one: the mesh has 8000 point in Sub1 and i divide it up to 8 mil in Sub6. Here all computing takes some time. (dual core, 4gb ram) But i think even this isn’t enough for fine details. I want some cartilage raised points above an eye, but this is somehow angular, also after smoothing it out. For this, i tried the standard brush with free hand, and also the magnify brush, which seems to work best, but not really good. Plus: after smoothing, some edges are black. There isn’t any texture yet.
Point two: After the above described sculpting i want to export the displacement map. Here i have to lower the max resolution to Sub5, because it takes to long. Back to C4D and the displacement added, there is only chaos. Nothing fits at all. I didn’t changed any UV. And if i apply an Hyper Nurb for a smoothed mesh, the render time explodes to several days. But 8000 Points aren’t very mush.
So where are the mistakes? My workflow is described below.
C4D modelling 8000 points.
Bodybpaint > tools > paint wizard: here i adjust the size of the uv to 4096 px.
It creates an UV. Then i export the mesh as obj.
Importing it in Zbrush, dividing it to Sub6 and scultping.
Then I set it to Sub1 and create an adaptive Displacement Map.
Load it in the material in C4D.
Nothing more. So, what is wrong in the workflow and what can i do to speed up the incredible render time. Because this isn’t normal.
If i use GOZ, the problem with the triangles changes the mesh a bit. But some triangles can’t be removed.
Greetings
maxpd