Does anyone have a functional workflow for baking hi-res models down to game-res using render-to-texture in Max, using Mental Ray displacement maps as part of the hi-res stuff? From what I can tell, the Mental Ray renderer doesnt work properly with render to texture, and the normal Max renderer doesnt support displacement maps. I may just be doing something wrong, but I cant tell.
Id like to be able to detail out some meshes in Zbrush, and export medium-res meshes plus displacement maps out from Zbrush. Max tends to choke when dealing with really hi-res meshes, so its a pain to use Zbrush models with 500k + polys.
I know there are alternatives to using Max for baking normal maps, but I really want to be able to bake out all sorts of map types when baking, and most alternatives just bake normal maps.
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This may be more work than it's worth, since I can just skip using displacement maps, and deal with importing super hi-res models in Max, even though they tend to choke Max, especially if they need to be edited much prior to baking.
There are a few steps you need to take to get it to render out well. Theres a pretty good runthrough of the setting people used on the XBRUSH forums. I haven't got the link to hand as Im at work but I'll post it when I get home. I also remember running into some troubles using this method in combination with a ZBRUsh generated bump-map and it AUTO-UV algorithm but I am still not sure if it was my fault and somethign went wrong along the way as I never did get a god answer on the forums.