What is your regulates Moi--> ZBrush

 From:  Michael Gibson
804.30 In reply to 804.29 
Hi PaQ - yeah this approach will not be good for that kind of a process of trying to have a low poly count base mesh and then a displacement map in a render engine.

But that is not typically the goal of this process - instead this use is to make a highly detailed mesh that will be exported eventually as an STL file and then cut with a milling machine or done with a rapid prototype machine to eventually create a mold.

For example, a rapid prototyping machine does not understand anything about displacement maps or low poly cages or subdivision surface smoothing, it just takes a big bunch of triangles.


For the purposes of wanting to add some sculpted or relief detail to a piece that is going to be built as a mold, this whole process seems to be a very viable and good solution to me, I mean I showed an example above of the basics working.

The polygon export from MoI is completely suitable for this kind of process.


It is not going to be good for the goals that you were describing, but that is not the situation that you would use it in.

- Michael