Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Mudbox™ / My Tips, Tutorials, Workflows / Mudbox to 3dsmax - Normal vs. Displacement maps
  RSS 2.0 ATOM  

Mudbox to 3dsmax - Normal vs. Displacement maps
Rate this thread
 
10639
 
Permlink of this thread  
avatar
  • Total Posts: 10
  • Joined: 16 July 2007 09:06 PM

Hello.

I have been tryng t understand the workflow from Mudbox to 3dsmax for sometime now.  Can you clarify for me when I would use nomal map vs. when I would use a displacment map?

For example. I have a seahorse that i want to model so that there are “spikes” all about his head and back. I have done a great job in Mudbox - but can not seem to get these changes back into 3dsmax.

workflow as follows:
1.) import lowpoly version of seahorse into Mudbox
2.) make several layers of revisions (up to level 4)
3.) export level one as an obj. back into 3dsmax
4.) create a displacment map
5.) bring this displacment map back into 3dsmax under sss skin displacment

But there is nothing there besides what is on the level one.

Thanks so much, Linda



Attachment Attachment
Attachment Attachment
Replies: 0
avatar

Update on the Mudbox to 3D studiomax flow.

I found that if I use a Mental Ray material - and not the sss skin with displacement - I can bring the displacement map into 3d studiomax (under 3D displacment).

Please see the attachements for the results thus far. My question at this point is how to make the seam on the displacement map “go away” - any ideas.  I found at tutorial from the winner of the mudbox contest. He goes into length about how to adjust these seams - but it is for Maya and for normal maps. I am still not sure when to use a normal map and when to use a displacment map.

Thanks



Attachment Attachment
Attachment Attachment
Replies: 0
avatar
  • ekah
  • Posted: 09 April 2008 11:44 AM

Pedagogic368 09 April 2008 12:58 PM

Update on the Mudbox to 3D studiomax flow.

I found that if I use a Mental Ray material - and not the sss skin with displacement - I can bring the displacement map into 3d studiomax (under 3D displacment).

Please see the attachements for the results thus far. My question at this point is how to make the seam on the displacement map “go away” - any ideas.  I found at tutorial from the winner of the mudbox contest. He goes into length about how to adjust these seams - but it is for Maya and for normal maps. I am still not sure when to use a normal map and when to use a displacment map.

Thanks

There had been many threads about seam problem. If you do a search you may find some threads that may or may not help your situation. Below are few that I found:

UV’s Help
how to get rid of displacement map seams?

Hello Pedagogic.

You can use both Normal Map and Displacement Map. It largely depends on what you want to do. Note that Normal Maps are similar to Bump Maps, and they do not alter your object’s resolution. Normal Maps depend on lights in the scene and will only affect the appearance of interior surface where the light is hitting on the object. Exterior edges or outlines of your object will not change and will appear low resolution. Unlit area of the surface will also be unaffected. Normal Maps are heavily used in video games for this reason. It’s cheaper (render time-wise) to use and give you decent results. However, if your goal is to render high-resolution objects, then using Normal Maps alone will not get you there. You should use Normal Maps in addition to Displacement Maps, but not instead of.

Displacement Map, on the other hand, alters the resolution of your object and will smooth your mesh. It takes longer to render, but the end result should be rewarding.

I hope this makes sense.



E. K. Anna Hennequet [FA]

Replies: 0