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exporting displaced geometry from 3dmax for tooling


Brute Guy
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Hello all,

 

I have a max model which I want to get milled/3d printed.

 

The model has an intricate texture map applied to its surface, and it is quite organic in shape.

 

Obviously when I go and print/mill this, I will be working from my rhino data for tooling as the maps were just used in vray/3dmax to fake the effect of the texture.

 

-How can I get this texture map onto the final model?

 

-Is there a way of displacing the texture in 3dmax, (perhaps displacement rather than bump) then exporting this from max as data and then converting into .stl .IGES for the milling growing machine to ingest?

 

Any help would be greatly apprechiated.

 

Cheers

 

BG

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You can try the displacement modifier on your object. I dont know, if that works from UV coordinates, though. But if it does, you should be able to convert the displaced object to a poly object for further use.

 

If it doesnt I guess, you'll have to bring your object into a sculpting package such as zbrush or mudbox, increase the resolution and apply the bump/normal map as displacement there, then export the high resolution mesh.

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