Hi everybody, before all, sorry for my english:
I recently model a cave Troll from LOTR using Zbrush2, this is my first model using this magnificent software. I textured the model as well using zbrush. Then i exported the model in OBJ format to 3dMax5 like the manual says. I setting the bones and everything for this model. I exported the texture too (succesfully i must say) and put it in my model in 3dmax5.
Now comes my problem, the displacement map won’t work. I exported the map like the manual says. Here’s what i do:
Export the displacement map Tiff 16b, (since my version of Max can’t read 16b grayscale tiff i converted to RGB at 8b Tiff).
Impor the model in Max usin the OBJ plugin importer. Apply a Meshsmoot modifier over the model, apply a Displace modifier using the displacement map generated and… The displacement looks awful, like a ball of spikes.
Please, i know this is a very recursive question but i can’t find the answer for my truble. If somebody post the correct steps for put correctly a displacement map in Max 5 using the default scanline render and/or Brazil i’ll thank you all my life
Ohh, and sorry for not put my Troll, but i’m not in my machine, i’ll put it later, promisse.