I’ve been trying to figure out how to use Zbrush 3.1 for creating displacement/bump maps in 3dsmax2008 and everywhere I’ve been on the forums, there seems to be the general idea that it’s not possible. Today I have it working and so want to share this with the community. Please ignore this thread if it has already been posted elsewhere.
My processs goes like this:
- Model your low poly mesh in 3dsmax as an editable poly, add a standard material and unwrap uvw.
- Clean the uv’s up, fixing all overlapping and flipped poly’s.
- Export the mesh to .OBJ and check Object/Polygons/Texture co’/Normals/Smoothing Groups (this should be your default).
- Open Zbrush 3.1 and import your new .OBJ
- Start Sub div’ and detail your mesh as you do.
- Once you’re done with Zbrush, return the sub div’ level to 1 and goto normal maps.
- Set smooth uv and adaptive and the map size you want then click create.
- The normal map of your highest level details is added to the models texture. Export this texture as .BMP pref’.
- Return to max and add the new .BMP to your materials, bump or displace slot and click show map in viewport.
- Goto your unwrap uvw, click edit, select poly mode, select all the poly’s and click Mirror horizontal. The map will now line up with your models uvw’s.
- You can now convert your low poly model and sub d’v for smoothness and your new normal map will stay mapped nice and snug !
Hope this helps anyone that was stuck as I was
Phil