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…
You can use displacement maps on a low-level ZBRUSH mesh, in combination with TURBOSMOOTH or MESHMOOTH to get a mesh which is pretty much identical to the high-res ZBRUSH mesh and which renders out fine with the standard MAX renderer...never tried it with Mental Ray though. There are a few steps you need to take to get it…
if you're at all interested you can also use zmapper to make a normal map of the super high poly object onto the medium high then it'll work in RTT as long as you use max's render, i used this method on my general.
I want to use the displacment maps on the hi-res objects, rather then generate displacment maps for the game-res. For example: 1-detail out a mesh in zbrush, resulting in a 1 million poly mesh 2-lower the subdivision level a couple of notches, resulting in a 50k ish model 3- generate a displacement map in zbrush, so that…
So the height map option in the map types isn't what you want? I always assumed that was a displacement map. (it's the last in the list of map types you can bake out)