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What is the “most correct” quick code for displacement maps (MD3) to use in 3ds Max 9?
- And what are the “best” Mental Ray settings in max to use with them?
Right now I’m using:
QuickCode:
DE-LBEK-EAEAEA-R32Model Settings:
Base Model - 550 polys
Turbo Smooth x2 Iterations
Material Settings:
Displacement map - Output panel (-0.5, 0.5)
Mental Ray render settings:
Edge Length: 0.5
Max displacement: 20
View: On
Smoothing: OffI’ll try posting some screenshots to show the results later today but the model clearly isn’t as detailed as the Zbrush one.
Hi man.
I’m not sure about displacement creation codes, but here’s a short explanation about MR displacement settings I wrote a few days ago:
http://209.132.96.165/zbc/showthread.php?t=49673
Hope this helps.
I’ve used the ZBrushTo3dsMax_web.pdf document provided on the website, these are my settings:
Zbrush - MD3
Studio max
Mesh:
Material editor:
Map:
Mental Ray:
And these are the final results:
Zbrush3
3DS Max:
As you can see there are some differences and some erros, mainly the end of the mesh border and the ear. What can I do to fix them?
And just for the sake of completeness so that I can get to the bottom of this, here is the wireframe of Subd1 and the UVW layout…
Anyone? I really could use some help…
I’m not sure exactly what’s causing this, but:
- try taking of “smoothing” in the MR displacement settings menu.
- You might want to export from ZB a OBJ at a 1 or 2 higher level of subDiv (which also means regenerating and exporting the displacement).
- About the ear - there’s no way a displacement map can creat that kind of detail from so little detail.
So there is always a limit in terms of how low poly you can get…thanks!
Whenever I do the displacement map I have to go to the lower level, right?
So do I have to delete my Subd 1 to get Zbrush to make a displacement map for level 2 or I just have to leave the model at level 2?
OK look, what happens is that the displacement map just extrudes your mesh along it’s already existing polygonal normals.
This means it can only extrude it one a uniform direction per polygon - it can’t make complex 3D deforming since it’s a 2D map. So if you have very little detail in the ear, for example, but your hires model has a complex ear structure, it’s a slim chance that you’ll be able to recreat that kind of complexity using a displacement map.
That’s why it’s often best to use one of two subDivision levels above the lowest and to make a displacement from there.
In order to do it you simply create the displacement map as usual, just when having your tool set to subD level 2 or 3.
You’ll also, of course, need to export it at that level.
Thanks for the time and detailed explanation. Gonna work on it and post some results when I get home. (and then unload a new batch of questions!)
I tried Sudv level 2 and 3 and I still get those artifacts in the ear, in a smaller scale but they are still there…in this tutorial the model is low res and you end up with a good result, how does he manage it?
Also the border problem at the end of the model was because I had SmoothUVW on, but if I turn it off the displacement map will make hard edges when its wrapped around the model. Any way around?
As far as I know ZB doesn’t like open models (it didn’t in ZB2). Unfortunately the only way’s around this I’ve found is (1) make your model solid or (2) now that you know about this problem don’t deform near the open edges or (3) create an extra edge loop around the bottom of your open meshes before you start working in ZB with the idea being that you delete this extra edge loop after you have finished in ZB and setup your displacement in Max.
Thanks, that second loop idea worked like a charm!
What about the ear problem? Any solution?
As others have said you really need the detail on the ears. Sometimes increasing the sub-d iterations to 2 or 3 can help but that can also make skinning your mesh (if you have plans to) a mess and sometimes like in your case it just doesn’t work because you have very detailed ears. Bad news again, now you know about this ZB quirk you can add more detail on the base mesh before you export to ZB.
I suppose this isn’t as big a problem in ZB3 because you can retop your model in ZB instead of starting over again like you would have to in ZB2?
You telling then that there is no solution for this problem? Cant I disguise with a normal or bump map somehow?
Also when I create a normal map to help out with the smaller details (like pores) it seems to “increase” the already existing detail besides creating the new one.
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Is there a way for me to have the normal map increasing just the detail on the areas that are not fully detail (dont know if it was very clear)?
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Should I use a bump map instead of a normal map? How do I make it (the bump map) in Zbrush?
Yep thats what I’m telling you . But as I said, you can now (if your using ZB3) retop your mesh so you won’t have to start all over again in Max or lose the work you’ve done in ZB. Check out the new retopology tool in ZB3, that should fix your problem.
PS you can use all 3 (Displacement + Normal + Bump) together but it isn’t going to fix your problem.
to create bumps use the bump viewer material located in the ZB install folder
Just to confirm, then I would add more detail around the ear at level one with the new topology tool and then it will automatically update all other Subd?
What about others subtools and layers in the mesh? And the UVW mapping? Do they all stay intact?
Yes you need more topology for the ear to make it work in Max.
I would suggest checking out the tutorials on how to do retopo correctly:
http://www.zbrush.info/docs/index.php/Topology
From the demo vids it looks like you can retopo on any sub-d level but I am not sure about this, haven’t used it yet. Wouldn’t make sense having a tool to retopo a low poly model.
So to create the bump map I would have to repaint the model with the pore detail?
Cant I use the normal map or generate the bump out of the detail already created on the model?