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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
>
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