betwrx Posted June 26, 2015 Report Share Posted June 26, 2015 Is there a way to send the the tree model to zbrush..so i can detail the trunk even further? Quote Link to comment Share on other sites More sharing options...
ptrain03 Posted June 26, 2015 Report Share Posted June 26, 2015 you can use an edit poly modifier to separate the part out that you want to sculpt then export it as an obj. when you re import it comes back into the scene in the same place. you could also use an unwrap modifier on the part of the tree you want to sculpt then separate it and export it then sculpt and make displacment maps. It can be done, but is a little clunky. It would be allot easier if there was a way to use the unwrap modifier within growfx so you wouldn't need to add modifiers. It would also be nice for texture painting in mari or 3d coat. I am not sure if this feature has been requested, but it seems like a good addition. hope it helps 1 Quote Link to comment Share on other sites More sharing options...
betwrx Posted June 26, 2015 Author Report Share Posted June 26, 2015 Yeah I wish it was implemented..cause the displace within growfx doesnt do much..and to cut down render times I prefer a nice sculpted trunk over texture displacement Quote Link to comment Share on other sites More sharing options...
SlyNine Posted August 10, 2022 Report Share Posted August 10, 2022 Thanks for the member ptrain03's answer, it's helpful and useful. I usually make the low/high poly version 3ds max, then a detail pass performed in zbrush., add surface details (using layers to keep it non-destructive), decimate the finished model, then export it for baking in substance painter. I use a mouse with 3ds max, and use a xp-pen deco pro drawing pad for things like Photoshop, substance painte and Zbrush. it's great for freehand drawing. Quote Link to comment Share on other sites More sharing options...
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