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Low-pol Model Transform To Z-brush Hi-pol Model ??


ddingddong

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Hi~ :D

Now I'm proceeding huge scale collapse shot.

It's stage effect is huge-scale object is falling down and being with break into thousand shattered object.

I shattered low-pol single object into nearly thousands of object in maya.

(Its step is just before sending to Z-Brush.)

Once I've done DOP simulation with low-pol object. (already solid shattered objects..)

And I going to transform simulated low-pol object to Z-Brush hi-pol objects using 'DOP Transform' DOP.

Now I against the prblem. :o

The problem is Z-Brushe's displacement map.

Am I proceeding the project wrong way?

Although I thinking and thinking over again I can't find the answer.

1. How to transform low-pol shattered objects to Z-Brush's hi-pol objects with displacement ??

2. Am I going to shatter hi-pol Z-Brush object ?? and How to maintain It's shape and number of groups same as I've done with low-pol object ??

very complex situation... Please help...

Thanks in advance :rolleyes:

Edited by ddingddong
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I'm not 100% sure of the problem, are you wanting to run a low poly sim and apply to high poly geo or is it a rendering problem, I believe you are asking about the later, what you need to do is be sure to group each object in it's own primitive group piece_01, piece_02, ect.. and have the identical lowpoly and highpoly objects named the same thing.. that should do it...

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what you need to do is be sure to group each object in it's own primitive group piece_01, piece_02, ect.. and have the identical lowpoly and highpoly objects named the same thing.. that should do it...

That's right what you said.

I thought make the identical objects lowpoly and highpoly is difficult and time consuming.

and my shattered objects are nearly 1,000 pieces.

Is there any idea to make identical objects between lowpoly and hipoly model ?

Anyway, Thanks for your advice... :lol:

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Try this:

1. Create your low-poly-objects

2. Export as OBJ and subdivide it in ZBrush

3. Work on the diskplacement

4. Go in ZBrush back to the low OBJ and export displacement and the OBJ

5. Replace the old low objects by the new (from ZBrush) and apply the displacement

Check this thread for informations about the Houdini-ZBrush-pipeline

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