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displacement map to voxel?


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Yes, here is one way. You will have to test to see if you like the results.

Load your model by the micovertex method into the paint room choosing a higher carcass level. Once loaded under the textures menu import the displacement map, adjust the depth of the displacement if it is weak under the paint layers panel for that layer.

Now under the file menu choose export, Right Under the normal export option you will see 3 choices of the amount of true polygons you want the displacement map to be converted to. The higher amount of polygons the closer the model will be the displacement map.

Important----Remember to choose one of the 3 choices and do not click on the normal export option.

The three choices of true polygons is based off your carcass polygons. The more true polygons you have for your carcass model the higher the amount of true polygons can be can be created. Just test different carcass levels and you will see what I mean.

Choose one of the true polygon amounts as stated above for exporting and then export.

Finally, load that model into voxel or surface mode.

Note, there is no exporting of the above fashion for PPP mode.

When your are ready to retopo your voxel or surfure object you can use your original uv mapped low polygon model as your retopo mesh. Import the model under the retopo menu in the retopo room. Choosing to snap the retopo mesh to the surface of the voxel or surface object mesh.

Play with both ways. Snapping and not snapping. Sometimes snapping to the surface will cause some vertices to go off where they should not be on complex models or very thin areas.

Done.

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