Doqpelgänger
07-24-08, 03:23 PM
Translated by Sinyendil (http://member.php/?u=59267)(thanks!) & some minor fixes and changes by me.
Translation open to suggestions.
1.jpg
:b3: :b3: :b3:
Click here for Spanish Version
:b3: :b3: :b3:
From ZBrush 3.1 to 3DsMax 9
1.- CREATE OR IMPORT THE BASE MESH
Option A.- Create the mesh in Zbrush with Zspheres. Jump to step 2.
Option B.- Import a mesh created in 3DsMax.
Create the mesh in 3DsMax and then export it as .OBJ using this configuration:
2.jpg
In Zbrush select the tool “PolyMesh3D” so that the submenu “Import” shows up in the menu “Tool”.
3.jpg
Import the mesh using this configuration.
4.jpg
2.- SCULPT AND/OR TEXTURIZE:
Subdivide the mesh as many times as necesary (Ctrl.+D) and we sculpt untill we fall on our asses.
3.- APPLY MAPPING COORDINATES:
Option A.- The mesh has mapping coordinates previously created in 3DsMax or any other software. Jump to step 4.
Option B.- Create mapping coordinates in Zbrush.
At this point is recomendable, if we have already finished our sculpting fase, to go to the level of subdivisión that we are going to export to 3DsMax and delete the lower levels.
Go to the lowest subdivision level.
Activate mapping coordenates clicking on “EnableUV” in the submenu “Tool/Texture”.
5.jpg
Apply “GUVTiles” or “AUVTiles” (I prefer the first one since the mosaic it generates is nicer to see :) )
6.jpg
(Optional)
Click on “Uv Check” [1] and up to the highest level of subdivision to check the the mapping does not have any “stiches” or blank spaces, in which case we repair clicking on “Fix Seams”[2].
7.jpg
("UV Check" creates and applys to the model a grey texture that we can deselect once we have done the checkin.)
8.jpg
4.- CREATE THE DISPLACEMENT MAP
Go to lowest level of subdivision.
In “Tool/Displacement” menu click on “Create DispMap” using the configuration shown on the image.
9.jpg
"DPRes" adjusts the resolution or size of map we are creating. 2048x2048 would be an acceptable size, though we can create maps of up to 4096x4096.
5.- EXPORTING THE DISPLACEMENT MAP USING “DISPLACEMENT EXPORTER 3”
Make sure that the displacement map generated is selected in the “Alpha” box.
10.jpg
And Open Displacement Exporter clicking on “DE Options” inside the “Alpha” menu
11.jpg
Set it as shown in the image. Manualy or introducing DE-LAGK-EAEAEA-D32 as Quickcode, export clicking on “Export Active Set”
12.jpg
6.- EXPORTING THE MODEL FROM ZBRUSH:
Go to the level of subdivisión we want to sent to 3DsMax. The level or density of the mesh depends a bit on eachs needs.
Non the less, it´s recomendable not to export a really low level, a few thousands of polys will.
13.jpg
Export the model by clicking on “Tool/Export” setting it as shown on the image:
14.jpg
7.- IMPORTING THE MODEL TO 3DSMAX:
In 3DsMax, import the model using “File/Import”.
The popup menu up should be configured as shown on the image.
15.jpg
Convert the model from “Editable Mesh” to “Editable Poly”
16.jpg
Apply a “Turbosmooth” modifier to the mesh.
The number of iterations will depend on the degree of accuracy to the original model that we pretend to obtain and of course the limitations of our machine.
Obviously, the ideal is that the mesh in 3DSMax has at least the same number of polygons that mesh in Zbrush.
A way to lighten the burden on 3DsMax -Only with the native displacement modifier of Max- is to set the highest level of subdivisión only for the render and set the iteration shown on the viewport at a lower level but that allow us to have and aproximate idea of the result.
17.jpg
8.- IMPORTING THE DISPLACEMENT MAP TO 3DSMAX:
Open the material editor and click on “Get material” button
18.jpg
Select “Bitmap” and open the displacement map created and saved on Zbrush.
19.jpg
9.- SUBDIVIDING THE MESH AND APPLYING THE DISPLACEMENT MAP:
Apply the “Turbosmooth” modifier and subdivide the mesh as many times we consider is necesary.
Pushing “7” we can see the number of polys the scene has.
The values “Srength”/Decay”(Scanline) "Amount"/"Shift"(VRay) "Displacement Length/Extrusion Strength"(Mental Ray)
This values control the level of displace and smothing of the map.
There is not, as far as i´m concerní, fix values: They depend on the intensity of the displacement map and above that on the scale of the model.
Non the less, there seems a consensus or formula that can be applied to most models:
Scanline
Strength: x (ej. 2)
Decay: x/2 (ej. 1)
VRay
Amount: x (ej. 2)
Shift: -x/2 (ej. -1)
Mental Ray
Displacement Length: x (ej. 2)
Extrusion Strength: x (ej. 2)
10.- RENDERING:
SCANLINE
Apply the “displace” modifier on top of the “turbosmooth”
20.jpg
Drag from the material editor to the “Map” button.. Setting the options of the “Displace” as shown on the image and render.
21.jpg
VRAY
In the “Render/Common/Assign Renderer/" menu, select VRay as rendering engine.
Apply the "VRayDisplacementMod" modifier over the "Turbosmooth"
22.jpg
Drag from the material editor to the “Texmap” the displacement map. Set the options of the "VRayDisplacementMod" as shown on the image and we render.
23.jpg
MENTAL RAY
In the "Render/Common/Assign Renderer/" menu select Mental ray as rendering engine.
24.jpg
Set the "Render/Renderer/Shadows & Displacement/" menu as show on the image.
25.jpg
Create a Standar material in the material editor. Open the “mental ray Connection/Extender shaders/” section of the recently created material and we drag the displacement map to the “Displacement” button
26.jpg
In this menu, click the “Displacement” button and set the menu as shown on the image.
27.jpg
In this menu, click the “Extrusion Map” and set the parameters “Coordinates/Blur” and “Output/RGB Offset” as shown on the image.
28.jpg
Render.
29
30.jpg
31.jpg
32.jpg
LINKOGRAPHY: To learn more...
Documentation (English)
Displacement Maps - ZBrushInfo
http://www.zbrush.info/docs/index.php/Displacement_Maps
ZBrush to 3ds Max - ZBrushInfo
http://www.zbrush.info/docs/index.php/ZBrush_to_3ds_Max
Displacement Exporter - ZBrushInfo
http://www.zbrush.info/docs/index.p...cement_Exporter
Other tutorials
ZBrush Tutorial by SoK (Spanish)
http://www.sok7.com/tutozb/tuto01.htm
Displacement ZBrush to Max (Download Videotutorial)
http://www.zbrushcentral.com/zbc/showthread.php?t=36980
Related links (English)
ZBrushCentral - TutorialZBrush displacement maps in 3dsmax, mental ray
http://www.pixolator.com/zbc/showthread.php?t=32020
ZBrushCentral - Displacement in ZBrush 3???
http://www.zbrushcentral.com/zbc/showthread.php?t=45452
ZBrushCentral - Max MR quick reference
http://www.pixolator.com/zbc/showthread.php?t=49673
ZBrushCentral - How to use zbrush with 3ds max?
http://www.pixolator.com/zbc/showthread.php?t=26326
ZBrushCentral - 3.1 Displacements Are Still Broke
http://www.zbrushcentral.com/zbc/showthread.php?t=51810
WARNING: This tutorial does not pretend to set a standar procedure; it´s based only on my experience with the software and the recompilation of data from other tutorials.
The author takes no responsability for any colateral effects caused from the reading of this tutorial, such as: so so renders, dizziness, erased date from the hard drive, neuralgia, tools saved as document, priapism, irritated groin or simple boredom.
(TUTORIAL OPEN TO SUGGESTIONS & CORRECTIONS)
Download PDF version
Rapidshare (.pdf)
http://rapidshare.com/files/6257847...ial_.pd f.html
Megaupload (.zip)
http://www.megaupload.com/?d=AGHOG5G7
Translation open to suggestions.
1.jpg
:b3: :b3: :b3:
Click here for Spanish Version
:b3: :b3: :b3:
From ZBrush 3.1 to 3DsMax 9
1.- CREATE OR IMPORT THE BASE MESH
Option A.- Create the mesh in Zbrush with Zspheres. Jump to step 2.
Option B.- Import a mesh created in 3DsMax.
Create the mesh in 3DsMax and then export it as .OBJ using this configuration:
2.jpg
In Zbrush select the tool “PolyMesh3D” so that the submenu “Import” shows up in the menu “Tool”.
3.jpg
Import the mesh using this configuration.
4.jpg
2.- SCULPT AND/OR TEXTURIZE:
Subdivide the mesh as many times as necesary (Ctrl.+D) and we sculpt untill we fall on our asses.
3.- APPLY MAPPING COORDINATES:
Option A.- The mesh has mapping coordinates previously created in 3DsMax or any other software. Jump to step 4.
Option B.- Create mapping coordinates in Zbrush.
At this point is recomendable, if we have already finished our sculpting fase, to go to the level of subdivisión that we are going to export to 3DsMax and delete the lower levels.
Go to the lowest subdivision level.
Activate mapping coordenates clicking on “EnableUV” in the submenu “Tool/Texture”.
5.jpg
Apply “GUVTiles” or “AUVTiles” (I prefer the first one since the mosaic it generates is nicer to see :) )
6.jpg
(Optional)
Click on “Uv Check” [1] and up to the highest level of subdivision to check the the mapping does not have any “stiches” or blank spaces, in which case we repair clicking on “Fix Seams”[2].
7.jpg
("UV Check" creates and applys to the model a grey texture that we can deselect once we have done the checkin.)
8.jpg
4.- CREATE THE DISPLACEMENT MAP
Go to lowest level of subdivision.
In “Tool/Displacement” menu click on “Create DispMap” using the configuration shown on the image.
9.jpg
"DPRes" adjusts the resolution or size of map we are creating. 2048x2048 would be an acceptable size, though we can create maps of up to 4096x4096.
5.- EXPORTING THE DISPLACEMENT MAP USING “DISPLACEMENT EXPORTER 3”
Make sure that the displacement map generated is selected in the “Alpha” box.
10.jpg
And Open Displacement Exporter clicking on “DE Options” inside the “Alpha” menu
11.jpg
Set it as shown in the image. Manualy or introducing DE-LAGK-EAEAEA-D32 as Quickcode, export clicking on “Export Active Set”
12.jpg
6.- EXPORTING THE MODEL FROM ZBRUSH:
Go to the level of subdivisión we want to sent to 3DsMax. The level or density of the mesh depends a bit on eachs needs.
Non the less, it´s recomendable not to export a really low level, a few thousands of polys will.
13.jpg
Export the model by clicking on “Tool/Export” setting it as shown on the image:
14.jpg
7.- IMPORTING THE MODEL TO 3DSMAX:
In 3DsMax, import the model using “File/Import”.
The popup menu up should be configured as shown on the image.
15.jpg
Convert the model from “Editable Mesh” to “Editable Poly”
16.jpg
Apply a “Turbosmooth” modifier to the mesh.
The number of iterations will depend on the degree of accuracy to the original model that we pretend to obtain and of course the limitations of our machine.
Obviously, the ideal is that the mesh in 3DSMax has at least the same number of polygons that mesh in Zbrush.
A way to lighten the burden on 3DsMax -Only with the native displacement modifier of Max- is to set the highest level of subdivisión only for the render and set the iteration shown on the viewport at a lower level but that allow us to have and aproximate idea of the result.
17.jpg
8.- IMPORTING THE DISPLACEMENT MAP TO 3DSMAX:
Open the material editor and click on “Get material” button
18.jpg
Select “Bitmap” and open the displacement map created and saved on Zbrush.
19.jpg
9.- SUBDIVIDING THE MESH AND APPLYING THE DISPLACEMENT MAP:
Apply the “Turbosmooth” modifier and subdivide the mesh as many times we consider is necesary.
Pushing “7” we can see the number of polys the scene has.
The values “Srength”/Decay”(Scanline) "Amount"/"Shift"(VRay) "Displacement Length/Extrusion Strength"(Mental Ray)
This values control the level of displace and smothing of the map.
There is not, as far as i´m concerní, fix values: They depend on the intensity of the displacement map and above that on the scale of the model.
Non the less, there seems a consensus or formula that can be applied to most models:
Scanline
Strength: x (ej. 2)
Decay: x/2 (ej. 1)
VRay
Amount: x (ej. 2)
Shift: -x/2 (ej. -1)
Mental Ray
Displacement Length: x (ej. 2)
Extrusion Strength: x (ej. 2)
10.- RENDERING:
SCANLINE
Apply the “displace” modifier on top of the “turbosmooth”
20.jpg
Drag from the material editor to the “Map” button.. Setting the options of the “Displace” as shown on the image and render.
21.jpg
VRAY
In the “Render/Common/Assign Renderer/" menu, select VRay as rendering engine.
Apply the "VRayDisplacementMod" modifier over the "Turbosmooth"
22.jpg
Drag from the material editor to the “Texmap” the displacement map. Set the options of the "VRayDisplacementMod" as shown on the image and we render.
23.jpg
MENTAL RAY
In the "Render/Common/Assign Renderer/" menu select Mental ray as rendering engine.
24.jpg
Set the "Render/Renderer/Shadows & Displacement/" menu as show on the image.
25.jpg
Create a Standar material in the material editor. Open the “mental ray Connection/Extender shaders/” section of the recently created material and we drag the displacement map to the “Displacement” button
26.jpg
In this menu, click the “Displacement” button and set the menu as shown on the image.
27.jpg
In this menu, click the “Extrusion Map” and set the parameters “Coordinates/Blur” and “Output/RGB Offset” as shown on the image.
28.jpg
Render.
29
30.jpg
31.jpg
32.jpg
LINKOGRAPHY: To learn more...
Documentation (English)
Displacement Maps - ZBrushInfo
http://www.zbrush.info/docs/index.php/Displacement_Maps
ZBrush to 3ds Max - ZBrushInfo
http://www.zbrush.info/docs/index.php/ZBrush_to_3ds_Max
Displacement Exporter - ZBrushInfo
http://www.zbrush.info/docs/index.p...cement_Exporter
Other tutorials
ZBrush Tutorial by SoK (Spanish)
http://www.sok7.com/tutozb/tuto01.htm
Displacement ZBrush to Max (Download Videotutorial)
http://www.zbrushcentral.com/zbc/showthread.php?t=36980
Related links (English)
ZBrushCentral - TutorialZBrush displacement maps in 3dsmax, mental ray
http://www.pixolator.com/zbc/showthread.php?t=32020
ZBrushCentral - Displacement in ZBrush 3???
http://www.zbrushcentral.com/zbc/showthread.php?t=45452
ZBrushCentral - Max MR quick reference
http://www.pixolator.com/zbc/showthread.php?t=49673
ZBrushCentral - How to use zbrush with 3ds max?
http://www.pixolator.com/zbc/showthread.php?t=26326
ZBrushCentral - 3.1 Displacements Are Still Broke
http://www.zbrushcentral.com/zbc/showthread.php?t=51810
WARNING: This tutorial does not pretend to set a standar procedure; it´s based only on my experience with the software and the recompilation of data from other tutorials.
The author takes no responsability for any colateral effects caused from the reading of this tutorial, such as: so so renders, dizziness, erased date from the hard drive, neuralgia, tools saved as document, priapism, irritated groin or simple boredom.
(TUTORIAL OPEN TO SUGGESTIONS & CORRECTIONS)
Download PDF version
Rapidshare (.pdf)
http://rapidshare.com/files/6257847...ial_.pd f.html
Megaupload (.zip)
http://www.megaupload.com/?d=AGHOG5G7