you can already, use the baking features, when its in high poly state you can unwrap and render out the normal pass, it works pretty well. wish multires kept the UV though across the levels instead of losing it each time
dang… so hemm, time to left zbrush already? I just learned this software!
Mr.Ton, you’re my god!
anyway any tutorials focusing on this facility? Specially on the exporting to displacement map? Or perhaps anyone kind enough give me a step by step direction?
you can not yet bake tangent normal maps. it is coming as soon as someone codes it. you can however use 3d texture paint and displacement modifier. you have to tab between edit and paint mode for the displacement to update.
a possible work around is to take an ambient bake on your hi-res mesh and use it as a displacement modifier and/or nor material on your lower res mesh. haven’t tried it yet but it should work!
the displacement modifier is great, BUT it kills blender when you want decent results.
cool for small objects but killing when you need good detail. even my rings kills blender.
Tangent still needed and Sub poly micro displacement mapping…
Aside from that, Ouch to Silo, I hope they pull through, Zbrush is MIA when it comes to updates… Last thing needed is a virtual representation of the alpha of the brushes image if taht has not been added yet