alright here goes —
Granted…I will mention that this DID work before…meaning before this whole post but that was on a different model…so heres the breakdown.
Create the model in Maya, basic model like around say 1k polys. Now if I leave it at that 1k, when subdivided in ZB it will get too distorted because it needs more polys to hold its shape. That said, I Edit Mesh > Add Divisions to it a couple times bumping it to about 20-40k polys. I use the Export Selection > OBJ file, then head into ZBrush. Right away I subdivide to 3 giving me about 350k polys. Then I start painting it up a bit with magnify…rake ect…different alphas ect… so now I have it looking like I want. First I bring the model back to sub division level 1, save it as a ZTool…then export it as an OBJ file. So now I’ve got to export the displacement map so I go to Tools > Displacement and turn “Adaptive” on. Then I go into the Multi-Displacement 3 plugin and check my export options, oh and I also knock “Map Size Adjust” down to zero. So my options in MD-3 tool are the following ----
Channels: 3
Bits: 32 Float
Vert Flip: Yes
Scale: A.D.Factor
Smooth: No
Seamless: No
And all my channels are Full Range and all Res’s are Full
So I start the export saving it as a TIFF. It completes 2 tile passes instead of just 1 (annoying…thanks for answering that other post btw)…so now its exported. I drag and drop onto that custom script in Scott’s thread that turns it into a .map file.
Back in maya I import the file with groups set to false. so this crazy mesh shows up. I go into mental ray settings and crank it up to Production, then hit the Hypershade window. I create a lambert and connect a displacement map. For that displacement map I attach my .map file to it. I assign the texture to the mesh then while on the mesh I turn off “Feature Displacement”. So now I head into Window > Rendering Editors > mental ray > Approx. Editor. On the subdiv line, with the mesh selected, I hit Create. So now it should be ready to render and blow minds…but ohhhh nooo! it comes out like above! Oh one more thing I do before rendering is bump the N Subdivions up to 3 on the Approx. Editor settings. Thanks for taking the time to read all this!