  | | | OT: Zbrush to XSI | OT: Zbrush to XSI 2005-03-07 - By Gene Crucean
Back 1: Before you start zbrushing... create a morph target, then when you're ready to create a disp map switch to your original mesh with your morph target so it generates the map with that as the base mesh. If you forgot to create a target before you started painting, you can reimport your mesh as long as the vertex count is the same.
2: I convert to 16bit "RGB" tiff. Not greyscale. That's what xsi has a problem with if you use the maps straight out of Z.
Sorry I can help more if you want but I have a really mean deadline I gotta hit today. Gotta gooooooo!
bai bai -gc
On Mon, 07 Mar 2005 10:09:28 -0500, Kris Rivel <krisr@(protected)> wrote: > Any hardcore Zbrush to XSI users out there? I need some additional info > on using displacement maps from Zbrush in XSI's rendertree. What I've > found on the various forums isn't quite what I'm looking for. Here's > what I'm having problems with: > > 1. There seems to be a few important steps setting up sub-ds in Zbrush > for proper export to XSI. I can't seem to find any reliable explanation > of these variables and why they are necessary. Things like "store a > morph target", "turning on SUV or smooth UV", "switching morph targets", > etc. > > 2. Is there any mathematically correct way to convert Zbrush's 16bit > grayscale map to something that MR can accurately duplicate? I've done > everything I've found available on the web like converting to 16bit TIF, > flipping the image and using scalar math nodes in the render tree but > the results are not that great and the mesh seems to always puff out or > shrink in a bit. Just seems too much like a guessing game. I would > imagine there's a more accurate method. > > Thanks for any tips/tricks anyone can provide. > Kris > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi > --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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