- Wed Feb 27, 2008 1:29 am
#262367
This is another thing i wanted to see if i could get it working for future and current personal projects, to properly move meshes with preserved UV's all the way and render them smoothly with Maxwell and displacement. And after running a bunch of experimental tests tonight i think i finally got the entire workflow figured out! 
I started in Modo and based my tests on a old mesh i had in my archive, some small modifications made it into a ogre like this, nothing exciting so far..

And then i unwrap the UV's for the basemesh of the ogre like this

When that's done i export my ogre head from Modo as obj and import it into Zbrush to do some sculpting on it, this is just a dummy sculpting to get some displacement going on the mesh. This is just above 900,000 polys so it's not alot but that doesn't matter now.


After the sculpting i generate the displacementmap at 4096 pixels resolution in Zbrush and export it as a 16bit tiff image. And i also export my ogre mesh at it lowest subdivision level in Zbrush and import that back into C4D with the help of RipTide.

Last but not least the Maxwell rendering using my 16bit Zbrush displacmentmap on the basemesh exported from Zbrush, works freakin beautifully!
me so happy.

Note: Displacement precision is set to 256 in this test, it could be set higher because some details are lost in the rendering now. And the displacement height is set to 12 units which i think looks quite accurate to the height of my sculpts done in Zbrush.
/ Max

I started in Modo and based my tests on a old mesh i had in my archive, some small modifications made it into a ogre like this, nothing exciting so far..

And then i unwrap the UV's for the basemesh of the ogre like this

When that's done i export my ogre head from Modo as obj and import it into Zbrush to do some sculpting on it, this is just a dummy sculpting to get some displacement going on the mesh. This is just above 900,000 polys so it's not alot but that doesn't matter now.


After the sculpting i generate the displacementmap at 4096 pixels resolution in Zbrush and export it as a 16bit tiff image. And i also export my ogre mesh at it lowest subdivision level in Zbrush and import that back into C4D with the help of RipTide.

Last but not least the Maxwell rendering using my 16bit Zbrush displacmentmap on the basemesh exported from Zbrush, works freakin beautifully!


Note: Displacement precision is set to 256 in this test, it could be set higher because some details are lost in the rendering now. And the displacement height is set to 12 units which i think looks quite accurate to the height of my sculpts done in Zbrush.
/ Max