Aztral said:
Here’s what I’m doing…
First, I created a generic flat plane and use sculptgenmax to create the sculptmap file, then paste the sculptmap back into scene as a plane.
Next I’m trying to use 3ds "Conform" object to conform the created plane to another object (which has been detached from the main object ).
Since this process hasn’t added (or deleted) vertices from the plane pasted in from Sculptgenmax (the verts have just been moved), seems to me I should be able to generate a scupltmap again from this but it not working.
Thx!
~Az
This workflow should work, but it might need some handholding.
I need to play with it to be sure, but my best guess is that the conform is messing with the UV map. To see if this is the problem, apply an "Unwrap UVW map" modifier after the conform and look at the UV map (see the FAQ for more info). If I’m right, then the UV map is no longer a grid after conform.
1.0rc2 is more forgiving than previous versions with regard to UV maps, but it’s not perfect, and it sacrifices detail to accomplish this. You will always get a superior result if you have a perfect grid UV map.
So, how to solve this? If the UV map is the problem, then you need to prevent 3ds Max from changing it. I encountered a similar problem when working with NURBS and developed a workaround that involves saving the UV map, re-loading it on a different channel, and then generating the sculptmap from the reloaded channel. See the FAQ about NURBS for more detailed instructions on how to do this.
Let me know what you find and I’ll play with it myself as soon as I can. It’s important to me to find a way to make this work, since it’s potentially such a powerful technique.
–Shack