View Full Version : Displacement ZBrush to Max (Download Video Tutorial)
jafarcrystal
08-04-06, 02:20 AM
Hi there. Here is my quick video tutorial about displacement pipline ZBrush to max. this is just the technique and I leave better setting to you guys. video don't have sound because of bad net connection. it is just 7 mb but it is 700 mb for me ;) below is the link.
http://www.iraphics.com/Download/Displacement.rar
The Cheshire Cat
08-17-06, 05:18 PM
WOW! Thanks!!!
I've been to 4 other threads so far and was on the verge of writing a "HELP ME!" thread since I couldn't get it right, but following your tutorial everything worked perfectly!
Wildsketch
08-24-06, 03:31 AM
Do you suppose you could tell me what codec I can download so that this video will play?
Wildsketch
08-30-06, 04:23 PM
Alright, so that's a no then?
DocTiki
08-30-06, 09:33 PM
Any chance that a mirror file for this could be put up? The bandwidth on your site is always maxed when I try grab this.
watteville
09-03-06, 05:03 AM
very helpful and easy to follow. thanks
jafarcrystal
09-03-06, 06:49 AM
hi all. for playing the movie download Camtasia cdec from www.techsmith.com (http://www.techsmith.com)
the band with will fix in this week. i should recharge my site account.:tu:
jafarcrystal
09-03-06, 11:31 AM
hi there. sorry about the band width of the site.i hope they fix it about 1 week. the codec that i use is Camtasia from www.techsmith.com (http://www.techsmith.com/)
:tu:
Wildsketch
09-05-06, 07:42 AM
Thanks. So you use V Ray then?
jafarcrystal
09-09-06, 11:04 AM
yes. I use Vray for rendering. its alot faster than Mentalray and I'm confortable with that.
The link seems broken.. if you want I can mirror on my siteand I will be very happy to see that too since I need it !!
Let me know
Giorgio
Alpha-leader
10-18-07, 11:00 AM
A mirror would be great. Maybe someone can up it to rapidshare or something.
If someone has still the tuts can pls send me a mail (see detail in www.giorgioluciano.net) I will be happy to put in dowload session of my site (and I will be glad to hear from the author)
Bodybag
10-19-07, 03:26 AM
nope, not there,btw is this for zb3/3.1?
jafarcrystal
10-20-07, 03:44 AM
hi guys. sorry about that. Yes the link is broken. Who can give me email address so I can send the tutorial for him. Ï need just time because i'm in journey right now. just 1 week. Maybe I record new movie for zbrush 3. that movie was about ZB 2. thatk you all. :tu:
you can send me an email giorgio.luciano at gmail.com I will put a mirror in my website.. thanks
2step4one
10-23-07, 04:40 AM
Hi
Maybe you can send me the video tut 2 ?? My mail adress is:
martin[dot]kaiser1[at]gmx[dot]net
Thank you in advance. As soon as i have it i will make a mirror for the users in here.
2step
curiousgorege
10-23-07, 07:32 AM
I would love to have that tutorial? Can you email me a link to it? Or maybe post it to a free file hosting service??? Dude I need this!!!!
2step4one
10-24-07, 12:03 PM
Hi Guys
I got this video from ceshire cat. I hope it is the right one.
So i thought i upload it to Rapidshare.
Here is the link:
http://rapidshare.com/files/64897522/Displacement_Max_to_Zbrush.mov.html
For peeps who cant work with Rapidshare please make mirrors!
Now enjoy and have fun!
@jafarcrystal (member.php?u=45462)
If you make a new vid you cand send a bigger file to me and i will upload it to rapidshare if you like?
2step
moneyman
10-24-07, 05:19 PM
ok, all i need to know now is how to get a texturemap from zBrush to Max and I'm all set!... anyone know a good tutorial anywhere???
btw thanx for posting this on rapid share... we should stick it on youtube
posted a mirror on my site
http://www.giorgioluciano.net/index.php?option=com_remository&Itemid=39&func=fileinfo&id=11
for download
moneyman
11-02-07, 08:35 PM
I've tried this (watched it many, many times) and I have yet to get this to work for me. I'm using ZBrush 3.1 and Max 9.
I've tried many, many tutorials on this topic with no luck...
scratchy
11-03-07, 01:49 AM
This vid was done with ZB 2 (obviously) and max 8 (maybe 9 I can't remember), I know because I made it! And I have no idea if this works in ZB 3.1 (I haven't had the time to learn it yet).
And I'm a little surprised that people I didn't send it to have it, well maybe not, this is the internet.
But what I'm a little chaffed at is that it is now being hosted, and by who's permission did you get to do this?
Don't get me wrong, I'm all for helping out other people, but a while back on ZBC some member called me "CRAZY" for wanting to make morph targets in ZBrush among other things (hey I only learnt it through a Gnomon DVD) and I use it for this often. I know I'm soft, but I got the s***ts, and you know how it goes. So I stopped trying to help , unless someone sent me a private message, which is how this vid got made.
So maybe you guys and girls could ask me before you go ahead and host.
Cheers,
Ben:confused:
PS: TOOOOMMMMMM!!!!!!!!!!!!
ananknair
11-09-07, 10:39 PM
Its quite awful that somebody has blamed you CRAZY...See he is trying to help others and IF you are not satisfied with his work, rather than giving him these kind of response u could have keep mom as critics can hurt some one badly.Sorry for that pal...
The link doesn't work for me!!!!!!!!!..........:confused:
scratchy
11-10-07, 03:24 AM
I've had time to do some tests with ZB3.1 & Max964 and Mental Ray. The old method doesn't work so far (and it seems you've all had similar results). Don't forget you can still use the non-render (no Micro Triangle Displacement) based method as -E- details in his steps. This can be a benefit, because you can see the displacement (or enough of it) to place clothing, armour, hair-fur, etc on your mesh in the view port and with Max's memory improvements, it handles most diaplacement nicely.
I can still use the same "Quick Code" but if I dial in any DP sub-pix above zero the displacement map doesn't work as it should. If I leave the Sub-Pix at Zero, things look almost correct. You might have to increase the Mental Ray Render Scene Dialog > Renderer > Shadows and Displacement > Max Displace to something like 3 or above to get the desired results (instead of 2.2). Leave the Shader extrusion Strength at 2.2 (leave displacement Length at 1).
Please try the method in the vid, just don't use any DP Sub-Pix (keep it at zero). Use the same "Quick Code" in the vid. I'm still not sure if it produces a correct result, but it is close.
Please let everyone else know of your results here, so we can work this out and please experiment with the quick code settings, mine are a starting point. Remember a correct displacement map shouldn't bloat the mesh (make it bigger in places where you have not deformed it). A good way to test is to export your ZTool at it's highest sub-d level (this depends on your system specs) and import both the low resolution mesh and the high res one into max and compare (even if the high res import from ZB has to be of a lower sub-d level for your PC specs) the low res displaced mapped mesh to the high res non-displaced mesh for size and detail.
You can host the old tute above again, but please test out the above suggestions before you do, and please let us all know of any results before we lead others up the garden path. I've provided a basic UV Unwrapped mesh to test your displacements on, hopefully this will let everyone start from the same point if they join in on the test (it's max 9 32 bit, so that should suit most)?
Thank You.
Update: From what I've read at ZBC, there has been a "break" as people refer to it, from ZB2 and Max 8 to ZB3 and Max 9 - 2008 and it's connection with MR and the Quick Codes. I've run some test using ZB2 and Max 9 32 with correct results (see below). So I can guess that the "break" has been with ZB3 and not Max 9.
First Image: ZB2 to Max 9 32 Displacement Test (cube on left is High res obj, cube on right is low res displacement mapped mesh). Notice no bloating.
Second Image: ZB 2 and Max 8.
Looks the same to me, off to try ZB 3 and Max 9 to compare.
MR-Dis-Test-ZB2-to-Max-9-32.jpg
MR-Dis-Test-ZB2-to-Max-8.jpg
well I'm a bit confused since the first post sound like this
"Hi there. Here is my quick video tutorial about displacement pipline ZBrush to max. this is just the technique and I leave better setting to you guys. video don't have sound because of bad net connection. it is just 7 mb but it is 700 mb for me ;) below is the link."
thsn I asked about the vid and hosted it but I thought that it was done by the first that opened the thread. Just drope me a line and I will remove it with no problem from my site
scratchy
11-10-07, 01:58 PM
jojo75 it looks to me that there are 2 videos that you can download from this thread with the first from jararcrystal which I haven't seen because his link is broken. Then there is my one that you have hosted on your site. This was made special for a ZBC member, who passed it on to a friend, who in turn decided to host it without asking me if It was alright to do so. Then told other to host it, or they just did. You can keep it hosted on your site, if you like? But in future make sure you ask the owners permission and at least have the authors correct name on your site if your going to host it and say who made it. I hope that explains what has happend here?
On from that, has anyone tried the settings without Dp sub-pix yet with any success?
Cheers.
ok sorry for the misunderstang.. when I received the file and published it I thought it was the original one. Now it's hosted with correct name.
I hopw to make some try since it seems that displacement and correct export has always being too much problematic.. I hopw it will be made easier in next release also because with mudbox acquired from autodesk....
mothersuperior
11-21-07, 12:05 PM
Following the tutorial, but making your suggested changes, Scratchy, I was able to get a somewhat working displacement map to render, though, I'm still having a problem with "cracks" in the rendered mesh.
I've attached two images, one of the render with the displace and the one of the wireframe superimposed over said render. Is this something that anyone has expirianced before with displacements in Max? Is there a "quick fix" to this problem or something I'm forgetting to do?
Settings:
Edge Length 1.0
Max. Displace 2.0
Displacement Length 1.0
Extrusion Strength 1.5
wire.jpg
displace.jpg
Star_Scream
11-27-07, 02:14 AM
Hey i watched the tutorial and had to say that it's nice but it won't work for me i don't know why, is this because i have max 9 and zbrush 3.1?
CGicore
02-03-08, 11:12 PM
I was wondering if anyone could update a new step by step on how to export a color map and all maps from zbrush 3.1 into 3ds max 9 or 2008.
Thank you.
CGicore
02-25-08, 07:06 PM
Does anyone knows any updates for this?
I'm using 3ds max 2008 and wondering what's the workflow from zbrush to 3ds max 2008 to zbrush.
hi,
new to zbrush, not new to studio max.
i would also love to have a good tutorial on how toget your displacement from Zbrush3.1 to max9.
i cant believe a good tutorial is so hard to find. why dont the makers of Zbrush do a good tutorial on this.
Many users will be using Max9 and up aswell.
curiousgorege
04-20-08, 08:11 AM
To be honest I've all but given up on displacement maps from zbrush to max. I am new to both and I've found that it's like vodoo to get them to work. Yes there is documentation in the zbrush documentation on a "work flow" between the two but it is fairly high level. Give this a try:
http://www.pixologic.com/docs/index.php/ZBrush_to_3ds_Max
That is not to say it can't be done loads of people are doing it. It's just the learning curve is so great (and 3D is such a small part of my business) it wasn't worth it.
I hate to say it but I figured out how to get a displacment map working with silo and mudbox in about 10 minutes... months later still no luck with zbursh.
And I see loads of people posting these problems on the forum. I really wish that pixologic would just write a plugin to handle this for us more artist types... a maya/max export would probably be a great idea.. One click export displacement for "maya or max" ... but then again this isn't no poser
:lol:
curiousgorege
04-20-08, 09:01 AM
try this:
http://209.132.96.165/zbc/showthread.php?t=20310&highlight=displacment+maps
seems to be for maya though...
cannedmushrooms
04-20-08, 04:32 PM
This is for maya and MAX
Max is at the end of the video
v6507080KY8nTThA
(note I'm not a supreme voodoo anything in max)
In maya yes
in max not so much;)
enjoy
thanks a lot.
downloading it now.. hope this is it ! :)
edit: is it you in the video? if so.. thanks alot for taking the time to explain.
i think you covered it all,, need to try it out myself soon.
..if displacement/bump works .. texturing should work the same way.. am i right?
cannedmushrooms
04-21-08, 03:56 AM
correct the rest of the maps get plugged into the labeled channels on material.
Max is pretty easy with the rest of the maps.
If there is no color channel on the material use the diffuse channel;)
yup that was me in the vid.
np glad to help
This is for maya and MAX
Max is at the end of the video
v6507080KY8nTThA
(note I'm not a supreme voodoo anything in max)
In maya yes
in max not so much;)
enjoyyour video does not cover max, its maya and blender,
or am i missing something here?
it does.
check the end of the video. (as Cannedmushrooms said in his post)
cannedmushrooms
04-21-08, 06:11 AM
You have to fully download it.
So ya been asked this before so I made a video about downloading videos (ironic I know)
v6293715wCYTJJXE
I personally hate the veoh player.
So this is how you download and then watch in media player
Well got my displacement working in 3ds max 2008 with your tut video.
Think it was mainly because i tried 32 bit, now i got 16.
Also in my zbrush 3.1 multi disp plug, i see r32 two times, no other 32.
Thats a little weird.
I'll go try some tweak and see how far i will come with it.
Will upload some results later on.
cannedmushrooms
04-21-08, 01:14 PM
for 32 bit maps insert this quick code under the options in disp exporter
These setting work rather well with max. for 32 bit
DE-LBEK-EAEAEA-R32
@ivo D.(or any other help)
did you do the unwrapping in Max? the video does the unwrapping in Blender, but when i do a uvunwrap in max (instead of Blender) and export that out and in Zbrush again.. the mesh gets messed up.
So how did you do the unwrapping?
thanks
i did my uv mapping in uvlayout.
Dont know what you did, maybe you have overlapping uv's? zbrush doesnt like uv's overlapping, make sure all the verst are welded around the edges of your uv's.
When you make sure that all that aint the problem, collapse your stack, en make sure its edit poly.
Than make sue, pivot is center, object is center, and export your model obj.
Im not done with testing displacement, en normal mapping yet,.
But everyone who is doing it in max 2008 or 2009.
Post all your settings, and your max version,
show your results.
cannedmushrooms
04-23-08, 01:43 PM
yes I always use blender
Only because I'm very familiar with the program.
and I know it never screws up anything in vertex order.
It's a great program for uvs.
hi,
been testing it.. and my mesh doesnt gets messed up anymore comming from Max9 with UVs.
so i followed your tutorial step by step.
but when checking the uvs.. i see a lot of red. and you say thats not a good thing.
What is this red color and what did i do wrong.
hope anyone can enlighten me. (see attachements)
thanks uvmax.jpg ScreenShot014.jpg ScreenShot016.jpg
cresshead
04-24-08, 11:02 AM
Hi Guys
I got this video from ceshire cat. I hope it is the right one.
So i thought i upload it to Rapidshare.
Here is the link:
http://rapidshare.com/files/64897522/Displacement_Max_to_Zbrush.mov.html
For peeps who cant work with Rapidshare please make mirrors!
Now enjoy and have fun!
@jafarcrystal (http://member.php/?u=45462)
If you make a new vid you cand send a bigger file to me and i will upload it to rapidshare if you like?
2stepSO ANNOYED!!!!!
stupid slowshare/dyslexic share!!!
ruddy thing doesn't display the letter correctly...i can't read such rubbish
codes...can you not just youtube the ting and let eveyone get it without punching the screen in frustration!!! :D
http://rs218.rapidshare.com/access1513193.jpg
@ cannedmushrooms
did an other uv mapping , but still get some reds in my uvs .
Is the red i am seeing in my uvmap something i do wrong in Zbrush or is it my uv-ing in Max.
in your video you say when you see red you should go a few steps back and youll see what you did wrong?
could you ellaborate a little on that part of the tutorial?
thanks
@cresshead.
please check out the video half way this post by Cannedmushrooms. its great.
Red. means you got overlapping, and i see in your max screen that you didnt, uvmap very well. (aldo all the red is from your selection i think)
in max just do this.
ad a poly or mesh select in you modifier list, select half of your spehere(the top) and a uvmap (planar) than ad another mesh select, select the other half, ad another uvmap, again planar.
Than ad unwrap modifier, and edit it, youll get two pieces, the top en lower, select them in your uveditor, move them apart, than with every part select the outer vertex, or edgering in uveditor, you can do this in the viewport when editing (easyer)
than select softselection in your uveditor, so now you can scale the outer edge or vertex ring. scale the ring up, and part of it will folow, so youl untangle half of the spehere, do the same with the other part, and your done.
but the best uvtool around , in my opinion is http://www.uvlayout.com/
got a lot of tutorials vids on that site to, its fast and clean.
(you got overlapping because of the holes you modeld in your spehere (seeing your max screen(viewport).
Those faces in the holes, arnt unwrapped correctly, they cross edges with others, and thats never good, also ad a checkermap to your model when unwrapping, so you can see how it looks, all squares should be evenly distributed.
thanks ivo,
have been testing all day.
i unwrap using uvunwrap in max. tried different style. peltmapping etc.
i am not very good at it but i think i get it. will take a look at uvlayout.. i see there is a trail version. thats nice.
i also followed this tutorial:
http://www.lemiere.com/tutorials/tutorials_zbrushTo3dsmax.html
its great and it works.(used 16 instead of 32R, that didnt work for some reason)basic model in max. uv in max.export.. bring to zbrush. add detail in zbrush. render displacement and bring back in max using Vray.
which is my setup.. max9 and vray.
i get my displacement right , no reds anymore.. but its still not good enough.
for some reason i cant get my displacement to look the same as in zbrush.
if i try to get the same height of the displacement my model gets bloated.
cant figure out how to make a displacement be strong without changing the rest of the model.
ill keep posting my testings.. really not happy that i cant get it to work right now. :cry:
that its gets bloated is because of your displacement, the enutral grey in your displacement is not the same as the neutral grey in max.
you can tweak this a little in max, by going to your disp material in your mat slot, go to the output tab and edit the RGB offset.
i got it around -0,5, but can differ.
cannedmushrooms
04-27-08, 01:05 PM
Sorry didn't keep up with this thread I no longer get emails msgs from this forum for some strange reason.
You are displaceing a Ball. And a crappy ball at that.
Meaning you have a ball with a poly cap. (triangles meeting at the top)
When running tests on displacements ALWAYs use Either good uniform geometry (all quads with equal spacing) Or a Object with good topology( the demo head)
You are just getting really bad results cause you fighting your surface normals and edges in the model)
With uniformed geo this wont matter so much.
So a Ball that was once a cube smoothed, makes a great Testing sphere)
But a Zbrush Primitve will always produced bad displacement tests because it is crap.
So based on what I just tried to say would you choose
A or B ;)
good-or-bad.jpg
B :)
thanks. will be testing tomorrow again. wont stop till i get it right
Disco Stu
04-27-08, 01:38 PM
well ill pick b as it is also easy to map as it only has 6 faces ^^
yesss,
ive got it working. base model in max 9, uv in max. model in zbrush 3.1. export back to max and render with Vray.
thanks all for the help.
me again :)..
still finetuning.
Still not exactly the same. the hole in the zbrush version is more straight.
dont know how to change this. or am i knitpicking too much :)
Okay I see bartb had problems with his max exported obj ball.
I prefer the GuruWare obj export plugin for 3ds max.
The GuruWare plugin has a preset for almost every graphic program.
Most importantly it has a Zbrush preset :tu:
The attached jpg is exported a sphere as obj using the GuruWare plugin and imported into Zbrush 3.1
As you can see I have no uv overlap problems is Zbrush
On the right half of the picture you see the sphere uv's in the Unwrap UVW modifier edit.. uv's
Note:
I used the mapping>normal>top/bottom mapping.
All Face sub-objects are selected.
The scale tool is active.
Next slightly reduce the size of the uv's so they are slightly inside the blue box (must give credit to cannedmushrooms for scaling idea)
Lastly export using the Guruware obj export plugin with the Zbrush preset
Import into Zbrush as obj and check uv's in texture palletehttp://www3.telus.net/U_L/Graphic%20Content/testballuvguruwareexport.jpg
thanks,
ive been looking for that plugin but Guruware seems offline all week.
any other place i can get that plugin?
hi,
still not there..
i did a turtle shell. in zbrush the detail is great.. in my vray render not.
my uvs are ok. its just that i cant get the same amount of detail.. tried to decrease the displacement amount, but i dont get the small detail with that.
i guess its in my displacementmap output in Zbrush.. i tried a D16 and a R32.
the images below is showing an R32.
hope someone sees what i am doing wrong.
thanks
heres my displacement. i made it smaller for the web..
should it look like this.. or is there just nog enough detail on there.?
cant see the fine detail at all??
thanks again
Stuntguy
05-04-08, 04:52 AM
Hi dear, I tried to download from above URL but it is not valid....... please help.:cry: :cry: :cry:
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