Displacement Maps This method uses Mental Ray. Making the low poly model in max Model so if turbosmooth is applied, the model looks as expected ... make edges close where you want a crease, only 4 sided polys, etc:
Export as an OBJ and import to ZBrush. In ZBrush Before sculpting, Store Morph Target
Sculpt at SubDiv 6 or so ...
Go back to SubDiv 1
Morph Target/Switch to
restore the original vertex positions at the lowest subdivision level.
Hit AUVTiles (Automatic tiles)
Tool/Displacement ... Set to 2048 or more. Note -- ZBrush calculates the displacement map by comparing the positions of the high-res model with the corresponding points on the low-res model. Adaptive: automatically determines the additional number of subdivisions that are performed for various regions of the mesh during map generation, depending on the resolution of the mesh in that area. Smooth UV: If the model has sharp edges that are not maintained in your renders, try making displacement maps with this turned off. Use this setting and hit Create DispMap:
The map will appear
in the Alpha palette ... invert and flip H and V ...
Photoshop
Note – this is an example of GUVs (Grouped Tiles) and the subseaquent displacement:
Note – here is an example of a displace map using original UVs from Max. Back to ZBrush
to export the model: In Max
Convert to editable poly:
Material Editor Create a material with mental ray Connection at the
bottom:
In Extrusion Map, import your TIFF.
Click on the Extrusion Map slot to edit the bitmap. In the Coordinates rollout set the Blur to 0.01 (prevents banding if you use another renderer such as Vray)
You need to either flip vertical the TIFF in Photoshop or ZBrush or do it here (-1.0 V Tiling)
Note: Mental Ray doesn’t use intensity centered by default so setting the RGB offset to -0.5 adjusts the map to allow for centered displacement. In Output, RGB offset -0.5 (map will look black, negative displacement is still there).
With displacement length 0 and RGB offset 0.0, you will see an opening between faces:
Correct that by setting RGB offset to -.5:
Try using the Alpha Depth factor number as your extrusion strength:
mental ray Renderer tab
Turbosmooth on the mesh Apply a Turbosmooth with iteration of 1.
This example
uses subpix2 With 4096 tiff in standard spec level slot... and ray traced shadows ... smoothing off
Example: Displace map 2048 adaptive, turbosmooth smooth result off.
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