PDA

View Full Version : GoMax



Pages : 1 2 [3]

Dariusz1989
04-26-10, 01:54 PM
Were you exporting a Ztool? or one of these PolySpheres or PolyCubes?
And about the feature request, sounds like a great idea!

Hey, dont put them at 1... Maybe let us chose if u can... Better if u could implement list manager... so we can pick which object from subtools we want at which subdv lvl...lol...sry @_@ :)

Norman3D
04-26-10, 02:14 PM
Hey, dont put them at 1... Maybe let us chose if u can... Better if u could implement list manager... so we can pick which object from subtools we want at which subdv lvl...lol...sry @_@ :)Yes sure, it would be an optional feature. A little checkbox in the gomax settings window should do the trick.
Also, gomax will only import those subtools that are visible at the moment. You can click on the little eye in the subtools list in Zbrush to hide or unhide a subtool ;)

Norman3D
04-26-10, 04:20 PM
I uploaded version 2.03 with couple of fixes.

The settings window is working again, 3dsMax 2011 material issues fixed. (The normal map with the mentalray material in 3dsmax 2011 is still not working though), 3dsMax 9 compatibility issues fixed, (the auto-updater works now for 3dsMax 9 as well, you will have to download the last version manually from page 30).

And the issues with admin rights should be fixed too *fingers crossed*

--E--
04-26-10, 04:26 PM
I would recommend putting a link in your footer to the latest version. shuffling through pages and pages to try to find the latest is not ideal :)

Deathmetallist
04-26-10, 05:29 PM
apart from normal maps ... 2.03 solved all issues ... thanxxxxx you're so quick at getting things done right ...

ryanwyc
04-26-10, 09:25 PM
Thx for the update.

After updating to 2.03, when I open Max this error massage pops up.
I think it has to do with GoMaxUpdate.ms in the startup folder.
GoMax seems to be working fine although this error massage pops up.

CowboyBunny
04-27-10, 02:18 AM
Björn Albihn. Aye, I totally understand, my feature requests were a little perdantic anyway.

Thought I should mention that I've updated to 2.03 and everything is working smoothly again.

Thanks a million.

Norman3D
04-27-10, 02:22 AM
Thx for the update.

After updating to 2.03, when I open Max this error massage pops up.
I think it has to do with GoMaxUpdate.ms in the startup folder.
GoMax seems to be working fine although this error massage pops up.Yeah, I seem to be getting this in some machines. I must have broken something while I was making the script 3dsMax 9 compatible. Weird... I'll look into it.

CompanionCube
04-27-10, 05:31 AM
Thx for the update.

After updating to 2.03, when I open Max this error massage pops up.
I think it has to do with GoMaxUpdate.ms in the startup folder.
GoMax seems to be working fine although this error massage pops up.i get same error on max startup. using max 2011 64-bit on xp64

Dariusz1989
04-27-10, 10:41 AM
Thx for the update.

After updating to 2.03, when I open Max this error massage pops up.
I think it has to do with GoMaxUpdate.ms in the startup folder.
GoMax seems to be working fine although this error massage pops up.

Got this1 too max 2010 x64 win7x64... Didnt had it on 2.01 ver

stoofoo
04-27-10, 11:14 AM
Hey fellas! Seems maybe the Max 9 check fell through the cracks on this one? I seem to recall you having said you'd do a check to see if it was max 9 and save bmps instead of psds? Possible that may happen in the near future? Would be rad to get the shader setup right without having to resave all the maps.

Norman3D
04-27-10, 03:04 PM
Hey fellas! Seems maybe the Max 9 check fell through the cracks on this one? I seem to recall you having said you'd do a check to see if it was max 9 and save bmps instead of psds? Possible that may happen in the near future? Would be rad to get the shader setup right without having to resave all the maps.I just uploaded version 2.05 with that bmp fix for 3dsMax and with the auto-updater fix. All of you guys with version 2.03 will have to manually updated one last time. Sorry guys!
Download link is in my signature!

Deathmetallist
04-27-10, 06:15 PM
in max 2011 x64 ... this finally work flawlessly ... mental ray material ... displacement ... normal in DirectX .... no glitch ... we're there !

thanx for being so fast at fixing things ...

Deathmetallist
04-27-10, 06:22 PM
well there's still a little something ... but I had this in previous version too with max 2010 x64 ... but the displacement values are twice what they should be ... I have to manually adjust them to half what they are ... in the mental ray shader .... in the height map displacement rollout ... the minimum and maximum height are set to -10.0 and 10.0 ... I have to set them to -5.0 and 5.0 ... other than that ... it is as seamless as it gets ...

bludragon
04-27-10, 06:52 PM
Great plugin! I seem to be having issues with the latest version however.

When exporting from Zbrush back into Max, in the loading screen it looks like its exporting my previous model that i exporting from Zbrush before I installed the latest update (like the object that I am currently importing into Max doesn't have as many polys as the loading screen says it does, and it is importing a different obg file name) And then Max crashes on me.

Ohh just as I was writing this message and trying to import again, an error message popped up --Unknown system exception and:
NotCancelled = (progressUpdate (i)) is highlighted in the script.

Hope I explained my problem, as I use your tool often and its a huge time saver...

CompanionCube
04-27-10, 09:02 PM
thanx for 2.05 fix

Patpotlood
04-28-10, 10:50 AM
works great.
but in mr i have the same problem as Deathmetallist
however, it's not a big deal to adjust it.

sasquatchpoacher
04-28-10, 11:41 AM
:idea: Hey Norman have you thought about adding your UI to the ribbon? Since we now have the ability to make custom tabs (for the ribbon) in version 2011.

Norman3D
04-28-10, 11:57 AM
:idea: Hey Norman have you thought about adding your UI to the ribbon? Since we now have the ability to make custom tabs (for the ribbon) in version 2011.I've looked a bit into it, and yes it sounds like a great idea! ;)


works great.
but in mr i have the same problem as Deathmetallist
however, it's not a big deal to adjust it.
oh! I never had the time to figure out those values. So it's always half of the default value? In that case we'll fix it for the next version ;)

hotknife
04-29-10, 04:49 AM
Great work all 'round. Would it be possible to have the latest download version of the script in the same place consistently, possibly the front page, rather than somewhere in this very long thread. The last Download I can find was V.2 but others are refering to 2.05 fix. Where is that fix, is it in this thread.

Norman3D
04-29-10, 05:00 AM
Great work all 'round. Would it be possible to have the latest download version of the script in the same place consistently, possibly the front page, rather than somewhere in this very long thread. The last Download I can find was V.2 but others are refering to 2.05 fix. Where is that fix, is it in this thread.Yeah sorry about that. I can't edit the first post anymore. :/ After 2 weeks editing is disabled. You can always download the last version from my signature. The link to v2 and v2.05 is the same. I basically overwrote the file in the server.

Edit: From version 2.05 onwards, you will not have to care about checking for newer version. It will auto-update the moment I upload a new version to the server.

hotknife
04-29-10, 06:33 AM
No worries - signature is great.

tiflos20
04-29-10, 06:38 AM
yeah signature is perfect! thank u!!!!!!! script is great!!!! make our life easier :)

cgvinny
04-29-10, 07:30 AM
Hey Norman !

Do you thinl it would be possible in the settings to avoid the script to ask for autoupdate ?

I work on production, and I want to try the versions before the artists install it (to avoid 2.03 error messages in other post than mine). If they see the message, they are going to tempted :-)

Thx !

Norman3D
04-29-10, 07:55 AM
Hey Norman !

Do you thinl it would be possible in the settings to avoid the script to ask for autoupdate ?

I work on production, and I want to try the versions before the artists install it (to avoid 2.03 error messages in other post than mine). If they see the message, they are going to tempted :-)

Thx !Sounds like a good idea! :)

Jynks
04-30-10, 03:05 AM
Is this actually GoZ for MAX or some user made script that dose a similar thing.. I can not find it on the Zbrush Plugins page in download center nor is it in the support.pixologic.com download page.

Also all the download links I find in this thread give me a javascript error if I click on the image and if I click on the download I get a 404 at dropbox


Oops! (404) We can't find the page you're looking for. Check out our FAQ (https://www.dropbox.com/faq) or forums (http://forums.dropbox.com/) for help. Or maybe you should try heading home (https://www.dropbox.com/home).

Deathmetallist
04-30-10, 03:09 AM
gomax is a user made script that does things that were expected in goz ... is that what you meant ? anyway since goz is not out , comparing them based on what we assume goz will do ... is pointless ... gomax is really very useful in its own right no need for comparing ...

Jynks
04-30-10, 04:10 AM
I wasn't comparing them I just wanted confirmation as to what this was...

Suzume
04-30-10, 04:31 AM
To download GoMax click on the signature link in Norman3D's postings.
You can find one at the bottom of the previous page. Really great tool... using it constantly.

BradBroder
04-30-10, 11:35 AM
I'm not sure if this was already mentioned somewhere (I've quickly read through the pages in this thread but am new to goMax :)).....

I was having the infinite loading bar problem where goMax kept waiting for zbrush to export. It's now fixed, simply by right clicking my 3ds max & zbrush exe's and under the compatibility tab in windows 7, clicking run as administrator. This might seem pretty obvious, but I hadn't been doing that until now.. hope it helps someone else out there

G-Rom84
04-30-10, 12:31 PM
I was having the infinite loading bar problem where goMax kept waiting for zbrush to export.
Yep, also got a few times such trouble on vista sp1 64.

kornille
05-01-10, 01:05 AM
I really would like to try it but the link is dead,:(
can someone do something plz?

kornille
05-01-10, 01:14 AM
Oops, i did not find the link for the 2.0 verison, the link works, thanks a lot guys!

siyukalebtao
05-01-10, 02:41 AM
You are a powful man!
Thank you!

tiflos20
05-01-10, 04:21 AM
kornille - link is on the sign of Norman3D (creator of the script)

Eiad
05-04-10, 08:07 AM
Hi Norman,

Would it possible to get a version that works for ZB3.1? I still don't feel comfortable using ZB3.5R3! If it's not possible, would you mind pointing me out to a script that restore point order?

Thanks for the support your giving to this community. I hope you find a job that will suite your expectations.

Norman3D
05-04-10, 11:11 AM
Hi Norman,

Would it possible to get a version that works for ZB3.1? I still don't feel comfortable using ZB3.5R3! If it's not possible, would you mind pointing me out to a script that restore point order?

Thanks for the support your giving to this community. I hope you find a job that will suite your expectations.I think the script could work on 3.1 to some extend. But of course you would not have such features such as importing obj with different vertex order or topology!
Also version before 3.5 have a lot of issues with the vertex order, objs and 3dsmax. The different versions of max, handle and mess vertex orders differently. So I think 3.5 is the way to go, since it does not seem to care about point order at all. It is able to import whatever 3dsmax gives it. Sorry, I don't have the time to invest in compatibility prior to ZBrush 3.5 :/

Regarding the point order... there was a script for 3dsMax that I used back in the day called Morphix. Google it, it might be helpful.

Comrade420
05-05-10, 03:00 PM
Thank you, i was very disappointed that zbrush left out 3ds max, then somehow i stumbled into go max. THANK YOU and you ROCK!

Eiad
05-05-10, 03:54 PM
Norman thanks for replaying back to me. I didn't know that Zbrush 3.5 doesn't care about the point order!? I'll try to find that script. Thanks again

Arcanox
05-07-10, 07:48 AM
Zbrush 3.5 doesn't care about point order or topology?

So I can make external edits and have those changes propogate upwards without the model exploding?

Deathmetallist
05-07-10, 07:50 AM
with obj import you can to some extent , although projection still gives me probleme for parts too close from one another ... haven't found a workaround yet ...

Norman3D
05-07-10, 10:45 AM
Zbrush 3.5 doesn't care about point order or topology?

So I can make external edits and have those changes propogate upwards without the model exploding?Exactly. :)


with obj import you can to some extent , although projection still gives me probleme for parts too close from one another ... haven't found a workaround yet ...
Try to adjust the projection settings before importing the obj. I think it takes those values when reprojecting the detail from the highest subdivision

Gumballcrash
05-09-10, 05:26 PM
Great software by the way! Just downloaded it the other day and have been using it since. Certainly didn't disappoint! I did have some quick questions about it:

1) Is it possible to dock gomax on the toolbar? I'd rather always have it there instead of always opening up the mzp file
2) When a poly painted model is brought over to 3ds max through gomax, how/where is the map for that saved? I figured it would have put the material/texture in the material editor but I guess I was wrong :confused:

Thanks again to anyone who can clear this up for me

djp091
05-09-10, 08:20 PM
Can anyone please tell me how to dock gomax on the toolbar? Thanks!

Norman3D
05-10-10, 02:43 AM
You can't dock it, but you can put an icon on your main toolbar. Go to Customize/Customize User Interface/Toolbar
You can find "GoMax" under the "Norman3D" category.


The bitmap files are stored in a folder inside the Zbrush directory. Use the pipette in the material editor to find your material

cgvinny
05-10-10, 06:12 AM
You can't dock it, but you can put an icon on your main toolbar. Go to Customize/Customize User Interface/Toolbar
You can find "GoMax" under the "Norman3D" category.


waht could be cool is that the script stores its position once it's been closed, so the next time you open it, it appears at the same place.

@ndre
05-12-10, 01:44 AM
the script works perfectly, it would be great if also finalrender and vray material were included!

Deathmetallist
05-12-10, 03:09 AM
yup vray and final render would be nice ... final render would be my favorite one though ... I overlooked it but it's very capable and fast ...

samgriffiths
05-12-10, 11:36 AM
link broken?

Prosthesis
05-12-10, 12:25 PM
Had same issue.

Norman3D
05-12-10, 02:30 PM
I'll put your requests in my wishlist. Hopefully I'll have some time in the weekend to release a small update, I've been quite busy at work these days... :/

Have you tried the link in my signature? That one should work.

montana2008
05-13-10, 05:58 AM
superb script!!!!! so useful....but the docking feature would be a great feature, i can see gomax under customize user interrface and main ui, norman3d, but nothing happens? any ideas or do u have to drag drop the mzp file everytime u open max? or am i thick?

once again awesome plugin

thanks a million

ashwin baluja
05-15-10, 12:21 PM
Hi..
i'm facing a lil problem...

after exporting from max and importing into zb, the mesh is getting added as a subtool instead of replacing it and reprojecting the details! Is this a bug?

is the 3dsmax export interface completely done away with inside of ZB(like the previous version of your script)? if so, why? i thought it was handy to export directly from zb or max as per the choice of the user. Not a big issue anyway;)

By the way, Greatest plugin ever.

god bless u, your kids, your grandkids and family:)

ryanwyc
05-15-10, 09:33 PM
Hi..
i'm facing a lil problem...

after exporting from max and importing into zb, the mesh is getting added as a subtool instead of replacing it and reprojecting the details! Is this a bug?

I'm having same issue. I'm justing waitng for new update. I think it has to do with the the new subtool export setting.

Using Winodws 7 64bit / 3ds Max 2009 64bit with latest GoMax

Deathmetallist
05-15-10, 10:36 PM
a new version with correct mental ray displacement values and final render and vray support ? that'd be awesome ... although ... is there a way to apply turbosmooth or vraydisplace mod right on the imported model right from the start ?

fattkid
05-16-10, 08:17 PM
Hey guys,

I just got on the GoMax bandwagon..... I have a few questions, and it seems that the plug in has been updated quite a bit, so I'm not sure what or where the proper/current info etc is.

Running Max 2009, Windows Xp 32bit, ZBrush 3.5

It installed fine and seems to work, except that when I export back from Max to ZBrush with new/modified/updated topology, the original ZBrush mesh doesn't update, and instead the new mesh comes in as a subtool. Any ideas why that is?

And is the GoMax interface integrated into ZBrush at all, or is it just in Max?

And is there any current info on the settings etc?

Tutorials etc?

Thanks anyone.

xysdf
05-17-10, 01:11 AM
awesome script! thanks to all people involved

I have been using it since 1 week, so the most recent version 2.05 was my first one i used and it seems that there is a bug with the naming of the objects while exporting. When the Subtool that you want to export and modify has the name "ZBrushPolyMesh3D" everything works as it should and the projection and replacement of the mesh details goes fine. However if it has a different name it will be added as another subtool and misses the projection...

My guess is that it does not get the right naming when exporting out of Zbrush since the tool comes (whatever the name is as a subtool) as "ZBrushPolyMesh3D" into Max (and i think also the other way around), so it will not search for a replacement unless it had the name "ZBrushPolyMesh3D" prior as a subtool...


so for now, everybody who has trouble with it should get along by calling the Subtool "ZBrushPolyMesh3D" to get the projection right (i also disabled all the othe Subtools)

once again, thanks! and I hope this will help a little for the next update ;)

Norman3D
05-17-10, 05:24 AM
When bringing meshes from 3dsmax -> ZBrush, you have to make sure they have the same name on both programs. Otherwise, the script will think it's a new subtool and it won't replace anything but auto-append it to the current ztool.

There is a bug in version 3dsMax 9 and 2008, where meshes from Zbrush -> 3dsMax, don't get properly named. So if you are using any of those two version of 3dsMax, make sure to doublecheck the name before bringing it back to zbrush.

Norman3D
05-17-10, 05:29 AM
And is the GoMax interface integrated into ZBrush at all, or is it just in Max?

And is there any current info on the settings etc?

Tutorials etc?

Thanks anyone.If you hover your cursor over the settings a tooltip will appear with some info, maybe you missed it. Or maybe it isn't enough :P

fattkid
05-17-10, 08:25 AM
Thanks guys. It was the naming thing indeed. Works great now, like a well oiled kitten!

ryanwyc
05-17-10, 12:43 PM
My guess is that it does not get the right naming when exporting out of Zbrush since the tool comes (whatever the name is as a subtool) as "ZBrushPolyMesh3D" into Max (and i think also the other way around), so it will not search for a replacement unless it had the name "ZBrushPolyMesh3D" prior as a subtool...

I think it was fine before 2.0. 1.9 did not have this naming issue. I hope it get fixed.

By the way THX Norman as always!

Norman3D
05-17-10, 02:55 PM
Yep, indeed. There was no subtool functionality implemented before. Because of the way the zscript has to handle the objs and subtools. The subtool names _need_ to match. The whole 3dsMax -> Zbrush script was rewritten for v2.0

antisymmetry
05-18-10, 02:42 PM
I have been using it for just a few, and I really like it. Great job on GoMax!

piqnic
05-21-10, 01:41 AM
Wow I have try the v2.0! It's amazing
I have only one question :)
When I try to export my sculpt from zbrush in interation 6 > 3dsmax 2009,
I have my high poly model in 3dsmax ( 3millions poly ). There is a way to export the level 1 with the displacement map?
Thank you very much

cojoMan
05-21-10, 02:29 AM
2 BIG thumbs up
you guys just saved me years of work maybe :)
no kiddin' :D

Deathmetallist
05-21-10, 01:15 PM
again , if they deliver like they did ... can't wait for the next version ... it's made by a handful of people ... but it's stuff that's needed , useful and it's actually ... fairly easy to use ... you could swear there's the pixologic spirit behing ... that's a great community ... people who care about artist's needs and not about trends ...

Norman3D
05-22-10, 06:09 AM
Wow I have try the v2.0! It's amazing
I have only one question :)
When I try to export my sculpt from zbrush in interation 6 > 3dsmax 2009,
I have my high poly model in 3dsmax ( 3millions poly ). There is a way to export the level 1 with the displacement map?
Thank you very muchYes, simply export the subdivision level you want and make sure you have Displacement select in the GoMax settings window ;)

Norman3D
05-22-10, 11:48 AM
Ok guys!
I released version 2.1!
It has a couple of fixes like the mental ray displacement values and I added a few new things, like the option to export the first subdivision and import into the first subdivision. There is now an option to disable auto-update in the gomax options window as well.
Also, the GoMax window will now remember its position after closing.

In order to update either download and install GoMax from my signature, or simply run 3dsMax and let the auto-updater do its job :)

Deathmetallist
05-22-10, 03:34 PM
mental ray values are now correct ... works like a charm !

CompanionCube
05-23-10, 10:41 AM
thanks for update. i love the auto updating

soontekk
05-24-10, 11:20 AM
truly amazing script !
thank you.

are there any manuals or install notes on how to keep the script accessible in max or zbrush ?
i seem to lose it every time i restart max or zb
cheers and keep up the good work

Spiritkeeper
05-24-10, 12:42 PM
I think this is what you mean so here goes:
You can keep the script in 3ds Max this way:

Customize > Customize User Interface
Go to Toolbars and find Norman3D in Category. Norman3D has GoMax in it so pull it to the quick access toolbar or wherever else you want to.

GoMaxCustomize.jpg

Hope this helped

soontekk
05-24-10, 03:07 PM
thank you spiritkeeper!
that helped indeed.
regards,kurt

hosch
05-24-10, 06:59 PM
So far I have tested this in 2010 and 2011 (both 64bit) and it works perfectly for transfering objects and maps back and forth, but so far I had total failure with the displacements actually working - not sure if it is on my end or the scripts. Displacement still eludes me:/.

Deathmetallist
05-25-10, 04:10 AM
as long as you use mental ray , the setting and material are there ... provided you set the import option to mental ray for render and tick the displacement dialog box ... just hit render with mental ray as render engine ... and there you go ... all set !

hosch
05-25-10, 05:02 AM
hmm - my model either explodes upon render or looks like the disp map is doing very little - must be something I am doing wrong when I make the map.

Suzume
05-25-10, 05:48 AM
Maybe try flipping the U or V axis of your UVMapping. I somehow remember that this was necessary in ZBrush 3.1 when exporting to 3dsmax.

Norman3D
05-25-10, 11:38 AM
All the flipping and stuff is already done automatically, the only thing I can think of, is that your UVs are a mess :/
You need to have proper UVs if you want decent displacement. ;)

armstrongnt
05-25-10, 01:56 PM
All the flipping and stuff is already done automatically, the only thing I can think of, is that your UVs are a mess :/
You need to have proper UVs if you want decent displacement. ;)Norman3D please also consider multi displacement plugin that not available in zbrush3.5. i am not able to transfer that charecter that has multiple UV tiles :(

@ndre
05-25-10, 02:27 PM
hi all,
I've some issue, and I try to explain you with a screenshot.
I'm using 3dsmax 2011 and zbrush 3.5r3, but It occurred also with 3dsmax 2010. In few word, when I sculpt an object with pinch tools, to get an hard edge, with mentalray I get a result very different from zbrush.
let me show you:
screenshot.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27195639%27,%27screenshot.jpg%27 ,1,0%29)
I hope someone can help me, I don't understand where is the problem!

Norman3D
05-25-10, 02:37 PM
Yes, I believe this is happening because how Zbrush creates the displacement map, it is not really projecting anything. It's somehow calculating the difference between subdivisions, which is not quite the same. In order to get proper results you will have to bring your highres and lowres mesh over to 3dsMax and use the Render to Texture feature.

Keep in mind that GoMax main purpose is to make life easier in the modelling / texturing / UV phase. It's not really meant for proper displacement or proper normalmap generation.

marianosteiner
05-25-10, 02:46 PM
Hey Norman! Just like to thank you for this amazing script. It helps me so much with my finals steps of process.
Check it out the result i got using your GOMAX, with a 3rd subdv level model ( about 60k polys ).
http://www.zbrushcentral.com/showthread.php?t=87656

Thx again

Norman3D
05-25-10, 02:52 PM
Norman3D please also consider multi displacement plugin that not available in zbrush3.5. i am not able to transfer that charecter that has multiple UV tiles :(Oh! Since multi displacement plugin is not available for zbrush 3.5r3, I'm not sure how I could implement this. Does anyone know a workaround for this?


Hey Norman! Just like to thank you for this amazing script. It helps me so much with my finals steps of process.
Check it out the result i got using your GOMAX, with a 3rd subdv level model ( about 60k polys ).
http://www.zbrushcentral.com/showthread.php?t=87656 (http://showthread.php?t=87656)

Thx again Oh! Thats awesome! It's always great to hear that people use the script :)

@ndre
05-25-10, 11:20 PM
. In order to get proper results you will have to bring your highres and lowres mesh over to 3dsMax and use the Render to Texture feature.What do you mean exactly?

Arcanox
05-26-10, 02:15 AM
Is there some sort of trick to getting UV's to transfer?

This is what I was trying to do:

1. Take my subtool with multiple subdivisions and an improper UVmaps
2. Export lowest Sub-D into 3dsmax
3. Apply unwrap UV, unwrap as usual
4. Collapse back into editable poly
5. Export the edited object back into Zbrush
6. Screen flickers (assuming that the import worked)
7. Try to generate a new texture map from polypaint, old UV is still there


What I eventually did is changed to polymesh3d and exported my max object into the PM3D, then copied the UV's over to the actual subtool. It worked, but I'm getting the impression that the UV's should have transferred over with my old method. Was there something missing that I had to do? (the export dialog also had UV's set to export).

Spiritkeeper
05-26-10, 03:21 AM
Hi! I'm experiencing a problem of import of a model from ZBrush 3.5r3 to 3ds Max 2010 with GoMax
The first settings and the message in 3ds Max are these:

BeachAreaProblem.jpg

I changed the settings and even with all off (diffuse,nmaps, dmaps) and also with standard render the model wont import. Also with 1st SDiv off it doesn't show this message or any errors...actually it doesn't do anything!!!!
This seems so weird to me since I've used GoMax 2.1 again on another model and works fine...
any tips anyone?

cojoMan
05-26-10, 04:10 AM
happened to me also. I reinstalled the plugin and it dissapeared, but I am guessing that not for long.
Also :
1. if I select a subtool, then select it again as to isolate it, and try bringing it to max, if it is hidden, although selected, it is not imported.
2. if I have a subtool called eye_left or smth, when imported in max, it is called smth like Polymesh3d_01, and I have to be carefull to manually rename it to the name of the subtool I want to import it in. Could it be exported, imported with the scene name ?...

Spiritkeeper
05-26-10, 04:57 AM
Thank you for the reply.

GoMax 2.1 doesn't seem to uninstall fully from 3ds Max. I erased the files in Script folder of 3ds and the files in plugin folder of ZBrush but the Norman3D is still in Category in 3ds Max. What more do I need to do to uninstall GoMax so I can reinstall it anew?

Norman3D
05-26-10, 06:34 AM
Were you guys trying to export a PolySphere or PolyCube? Because those won't be able to be exported.


happened to me also. I reinstalled the plugin and it
dissapeared, but I am guessing that not for long.
Also :
1. if I select a subtool, then select it again as to isolate it, and try bringing it to max, if it is hidden, although selected, it is not imported.
In order to export or import certain subtools, you need to check the eye icon in the subtools list.



2. if I have a subtool called eye_left or smth, when imported in max, it is called smth like Polymesh3d_01, and I have to be carefull to manually rename it to the name of the subtool I want to import it in. Could it be exported, imported with the scene name ?...This is a known bug with 3dsMax 9 and 3dsMax 2008, I will look into it. If you are using 2009 upwards the names should be imported properly.


Thank you for the reply.

GoMax 2.1 doesn't seem to uninstall fully from 3ds Max. I erased the files in Script folder of 3ds and the files in plugin folder of ZBrush but the Norman3D is still in Category in 3ds Max. What more do I need to do to uninstall GoMax so I can reinstall it anew?You are right! I totally forgot, I have to "unregister" the script after deleting it. My bad, but it should be no big issue. Also your problem has nothing to do with a bad installation. I think you were trying to export a PolySphere or PolyCube. If not, let me know!

Spiritkeeper
05-26-10, 06:49 AM
. I think you were trying to export a PolySphere or PolyCube. If not, let me know!
No it was a plane primitive in my case that i had sculpted on.
The only thing I remember is having made two 3D layers in tools and later on made them 3D. Maybe this has affected somehow?
Finally, another thing i can think of is that I have generated UVs by means of UV Master, maybe GoMax has a problem interfering with UVM?

Norman3D
05-26-10, 07:17 AM
The problem is right there, it's a primitive. It's not supported, but you can convert it to a PolyMesh3D, there is a button somewhere (in Zbrush)

Spiritkeeper
05-26-10, 07:44 AM
Norman you are right...i had forgotten to make this primitive a polymesh3D (first time this happens *sigh*) and had sculpted on it and finished texture....i converted it to a polymesh now and of course it only keeps one sdiv level but imports in Max with GoMax. The problem is i ve lost all sdiv levels and texture like this..can I do anything to get them back with my original file?

Norman3D
05-26-10, 08:17 AM
Norman you are right...i had forgotten to make this primitive a polymesh3D (first time this happens *sigh*) and had sculpted on it and finished texture....i converted it to a polymesh now and of course it only keeps one sdiv level but imports in Max with GoMax. The problem is i ve lost all sdiv levels and texture like this..can I do anything to get them back with my original file?In order to restore the subdivisions try to click on the "Reconstruct Subdiv" Button under the Geometry tab. And the texture, if you mean the polypaint texture, you can "bake" the polypaint to texture, and then in the "new" mesh you can bake the texture back to polypaint.

Spiritkeeper
05-26-10, 09:55 AM
Thank you for all Norman.

But once for the polymesh 3d I can;t make a normal and disp map it just won't let me at lvl 1 SDiv and it only reconstructs one level of Sdiv anyway and the texture loses resolution.
I m thinking my best option is to make polymesh 3d at highest Sdiv level i got (~4 mil) and then retopoligise the model.

After I ll be able to import it fine with GoMax (hopefully) since I ve tried it as a test and it works when converted to polymesh 3d as it is

hosch
05-26-10, 02:56 PM
I am getting the same error, but when I make it into a PolyMesh3d I loose all of my levels of division and detail.

Oh, I had missed your latest post - sorry.

hosch
05-26-10, 03:21 PM
Not sure where I am going wrong - I get the displacement visible in the right place in the viewport, but nothing or explosion in Mental Ray renders.

My displacement settings from ZB are:
- adaptive ON
- Flip V (it does this automatically when I do the GoMax export since I had it turned off for the creation
- 3 Channels ON
- 32Bit On

Any of this wrong?

pappete
05-27-10, 07:28 AM
i cant download GoMax =(.... why?

Prosthesis
05-27-10, 08:44 AM
Click on the link in Norman3d's Signature.

pappete
05-27-10, 09:06 AM
tnk^^...I have installed the plug-in ... congratulations is fabulous!

Snarf
05-27-10, 12:19 PM
GoMax is just wonderfull. Thank you for making it available. :tu:

Prosthesis
05-27-10, 02:23 PM
I'm really new to 3dsMax. Is there a GoMax reference manual for what I need to do in zbrush before exporting to 3dsmax via GoMax?

Basically I'm not seeing my various maps in 3ds max. I don't want to flood this thread with a bunch of my 3dsmax newb questions. So I was hoping to refer to reference and work through it.

Belal Saeed
05-27-10, 02:51 PM
Hey Norman,
i have a problem after installing gomax 2.1 i can't find "go max" botton in zbrush
how can get it?
http://i50.tinypic.com/70wcw2.jpg

Norman3D
05-27-10, 03:53 PM
Hey Norman,
i have a problem after installing gomax 2.1 i can't find "go max" botton in zbrush
how can get it?
http://i50.tinypic.com/70wcw2.jpgThe settings are now integrated in the GoMax settings window in 3dsMax. ;)

henriquedw
05-28-10, 02:53 PM
I tried the 2.1 version at work, and at first I thought it worked perfectly. First couple times everything went well ZB-Max or Max-ZB. But now, I m getting same problems as before, which are:

- if I hit Zb-2-Max, nothing get imported in Max
- if I have something selected in Max and hit Zb-2-max, the selected object disappear and nothing get imported.

I have no idea why that happens. is It random? does that depends on the model? I dont know.

At home Im still using 1.7, which have done the work better so far, for me at least.

Note: at work - 3dsMax 2009 64/ Windows Vista 64
at home - 3dsMax 2009 64/ Windows 7 64

cojoMan
05-29-10, 01:52 AM
I have several morph targets, placed around in a 3DSMax scene. The problem is, although they have the right pivot, because they are offset from the origin, the model gets offseted when imported into ZBrush by the same amount.
besides, zeroing out the trandsforms in max, isn't there a way you could check this in the plugin , and either asking, or placing the object automatically where it should ?

basically, I have a head with several other subtools. I select a head morph in max, and send it to ZB. I want it to get on the right spot so I can modify it, bring it back in max, etc...

TrackZ
05-30-10, 02:51 PM
Hi, I installed as per instructions, except I cant move an object from Max > ZB, I get this:

error.jpg

Is this something to do with permissions? I get no GoMax panel in ZB either...

Damn I really need to use this as well, I suddenly got the scaling gremlin in ZB! lol

cheers

Norman3D
05-30-10, 02:58 PM
I tried the 2.1 version at work, and at first I thought it worked perfectly. First couple times everything went well ZB-Max or Max-ZB. But now, I m getting same problems as before, which are:

- if I hit Zb-2-Max, nothing get imported in Max
- if I have something selected in Max and hit Zb-2-max, the selected object disappear and nothing get imported.

I have no idea why that happens. is It random? does that depends on the model? I dont know.

At home Im still using 1.7, which have done the work better so far, for me at least.

Note: at work - 3dsMax 2009 64/ Windows Vista 64
at home - 3dsMax 2009 64/ Windows 7 64Did you try running 3dsMax as admin? You can do this by right clicking 3dsMax and clicking on "Run as administrator"


I have several morph targets, placed around in a 3DSMax scene. The problem is, although they have the right pivot, because they are offset from the origin, the model gets offseted when imported into ZBrush by the same amount.
besides, zeroing out the trandsforms in max, isn't there a way you could check this in the plugin , and either asking, or placing the object automatically where it should ?

basically, I have a head with several other subtools. I select a head morph in max, and send it to ZB. I want it to get on the right spot so I can modify it, bring it back in max, etc...
Hmmm I see your problem, unfortunately there is no way for me to automatize this task, unless all pivot points were in 0/0/0. And since this won't be the case most of the time. There is not much I can do.
These type of things are "too" specific to implement in GoMax. My suggestion would be to make your own script, it would just be a couple of lines. Move the selected mesh to the position of the original head and then run gomax through the script.


Hi, I installed as per instructions, except I cant move an object from Max > ZB, I get this:

error.jpg

Is this something to do with permissions? I get no GoMax panel in ZB either...

Damn I really need to use this as well, I suddenly got the scaling gremlin in ZB! lol

cheers
O_O How could I reproduce this problem? Any chance I could get my hands on the mesh? Have you tried GoMax with another mesh?
I suspect there is something wrong with the mesh in 3dsMax. :/

Norman3D
05-30-10, 03:03 PM
By the way, I just noticed I broke the auto-updater with the last release... *sigh*

I'll let you guys know when I release the next version, I'm afraid you'll have to download it manually next time :(

TrackZ
05-30-10, 03:26 PM
Hi Norman3d, thanks for the reply. It seems that it is only certain objects in my scene which fail. I have tried other objects which import fine to ZB, unfortunately it doesn't solve my scaling issues, whereby all my objects import really small into ZB, whereas before they were importing fine lol

Norman3D
05-30-10, 04:03 PM
Hi Norman3d, thanks for the reply. It seems that it is only certain objects in my scene which fail. I have tried other objects which import fine to ZB, unfortunately it doesn't solve my scaling issues, whereby all my objects import really small into ZB, whereas before they were importing fine lolCould you do me a favor and try importing it twice? I have recently come across the a similar problem, and the scaling issue was fixed when I exported it from 3dsMax to Zbrush twice.

TrackZ
05-30-10, 04:33 PM
I will give it a go re the scaling. I found out why those errors were coming up. It seems I have to use GoMax to open up ZBrush. If ZB is open already the errors occur, when I click open ZB from GoMax options it is fine.

Darksharp
06-01-10, 07:21 AM
:(
Im trying to use the latest GoMax 2.1 in Max 2011 64bit, Win7 64-bit to export but all tools (with different names: stone_floor_tile_01, stone_floor_tile_02 etc) are importing into Zbrush 3.5.3 as cubes.

Things I've tried
1. Running both Max and Zbrush with Run as Admin
2. Several different simple meshes teapots, spheres, etc (all converted to polys)
3. Tried on Max 2010, same results.
4. Tried reexporting to Zbrush twice. Same results.
5. Reinstalled GoMax
6. Rebooted PC same results.

I've noticed when I export with mulitiple meshes (subtools) to Zbrush, during the time it's importing into Zbrush I see the tool show up briefly (2 secs) with it's correct name then it's gets converted to a GOmax obj/tool (a cube) and moved to the bottom of the list.

However when I export from Max a single tool it instantly goes to the cube tool state in Zbrush.

UPDATE: aha! so it's defaulting any imports to the Zbrush subtool menu rather than the tool menu.

Norman3D
06-01-10, 08:50 AM
:(
Im trying to use the latest GoMax 2.1 in Max 2011 64bit, Win7 64-bit to export but all tools (with different names: stone_floor_tile_01, stone_floor_tile_02 etc) are importing into Zbrush 3.5.3 as cubes.

Things I've tried
1. Running both Max and Zbrush with Run as Admin
2. Several different simple meshes teapots, spheres, etc (all converted to polys)
3. Tried on Max 2010, same results.
4. Tried reexporting to Zbrush twice. Same results.
5. Reinstalled GoMax
6. Rebooted PC same results.

I've noticed when I export with mulitiple meshes (subtools) to Zbrush, during the time it's importing into Zbrush I see the tool show up briefly (2 secs) with it's correct name then it's gets converted to a GOmax obj/tool (a cube) and moved to the bottom of the list.

However when I export from Max a single tool it instantly goes to the cube tool state in Zbrush.

UPDATE: aha! so it's defaulting any imports to the Zbrush subtool menu rather than the tool menu.Not sure what was happening. In order to import a new mesh, you have to have "simplebrush" selected. Maybe that's it?

Shadowcat
06-02-10, 09:06 PM
I think there is an error in the code for GoMax 2. I keep getting an error message and I don't think I caused it (unknown system exception.). What does it mean? How do I fix this? Here is the script from Max Listener:


-- Error occurred in o loop; filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMaxZbrushExport.ms; position: 18843; line: 450
-- Frame:
-- o: $spoddle5
-- called in import(); filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMaxZbrushExport.ms; position: 18879; line: 452
-- Frame:
-- strMaterial: (ImportMaterial sname:"C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\spoddle5" fTheMatcapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Material//MatCap Red Wax.PSD" fTheDiffuseMapFile:"C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Bitmaps\spoddle5.D.PSD" fTheNormalMapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Maps//spoddle5.N.PSD" fTheDispMapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Maps//spoddle5.Disp.Tif" strImportSettings:(ImportSettings maxVer:12000 bUseDialogs:false iViewportMaterial:3 iRenderMaterial:3 iRelocateMatcap:2 iRelocateObj:2 iRelocateDiffuse:1 iRelocateNormal:2 iRelocateDisp:2 sRelocatePath:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\" importINI:"C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\plugcfg\gw_objimp.ini"))
-- imp: true
-- mMaterial: C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\spoddle5_MRMateria l:mental_ray
-- called in f loop; filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMaxZbrushExport.ms; position: 20174; line: 486
-- Frame:
-- strImportObject: (ImportObject sname:"C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\spoddle5" fTheObjFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Obj//spoddle5.OBJ" fTheMatcapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Material//MatCap Red Wax.PSD" fTheDiffuseMapFile:"C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Bitmaps\spoddle5.D.PSD" fTheNormalMapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Maps//spoddle5.N.PSD" fTheDispMapFile:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\Maps//spoddle5.Disp.Tif" strImportSettings:(ImportSettings maxVer:12000 bUseDialogs:false iViewportMaterial:3 iRenderMaterial:3 iRelocateMatcap:2 iRelocateObj:2 iRelocateDiffuse:1 iRelocateNormal:2 iRelocateDisp:2 sRelocatePath:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\" importINI:"C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\plugcfg\gw_objimp.ini"))
-- f: "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\spoddle5.OBJ"
-- called in multiImport(); filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMaxZbrushExport.ms; position: 20310; line: 489
-- Frame:
-- strImportSettings: (ImportSettings maxVer:12000 bUseDialogs:false iViewportMaterial:3 iRenderMaterial:3 iRelocateMatcap:2 iRelocateObj:2 iRelocateDiffuse:1 iRelocateNormal:2 iRelocateDisp:2 sRelocatePath:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\" importINI:"C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\plugcfg\gw_objimp.ini")
-- file_arr: #("C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\boot_1.OBJ", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\Extract0.OBJ", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\PM3D_dress3a_1.OBJ", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\PM3D_Sphere3D#8.OB J", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\PM3D_Sphere3D#8_2. OBJ", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\Skin_ZSphere_4.OBJ", "C:\Program Files\Pixologic\ZBrush 3.5 R3\ZStartup\ZPlugs\GoMax\Export\spoddle5.OBJ")
-- called in execute(); filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMaxZbrushExport.ms; position: 23257; line: 529
-- Frame:
-- strImportSettings: (ImportSettings maxVer:12000 bUseDialogs:false iViewportMaterial:3 iRenderMaterial:3 iRelocateMatcap:2 iRelocateObj:2 iRelocateDiffuse:1 iRelocateNormal:2 iRelocateDisp:2 sRelocatePath:"C:\Documents and Settings\Mary Katherine\My Documents\3dsMax\scenes\\GoMaxFiles\" importINI:"C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\plugcfg\gw_objimp.ini")
-- imp: true
-- called in anonymous codeblock; filename: C:\Documents and Settings\Mary Katherine\Local Settings\Application Data\Autodesk\3dsMax\2010 - 32bit\enu\scripts\GoMax\GoMax.ms; position: 12473; line: 270
-- Frame:
-- zBrushPath: "C:\Program Files\Pixologic\ZBrush 3.5 R3\"
-- tryToKillFile: tryToKillFile()
-- multiImport: multiImport()
-- create_settings_txt: create_settings_txt()
-- uberfetch: uberfetch()
-- tryToKillFiles: tryToKillFiles()
-- ImportObject: StructDef:ImportObject
-- fnGetMatCapFromTxt: fnGetMatCapFromTxt()
-- fSettingsFile: "$userscripts\GoMax_settings.ini"
-- ImportMaterial: StructDef:ImportMaterial
-- ImportSettings: StructDef:ImportSettings
>> MAXScript MacroScript Error Exception: -- Unknown system exception <<

Norman3D
06-03-10, 02:47 AM
What exactly were you trying to do?

RawSunlight
06-03-10, 04:36 AM
...detroy planet Earth from the looks of it! ;)

Valkemen
06-03-10, 10:20 AM
Hi guys,

I'm new to GoMax and I find it awesome. I've read most of the posting, but so far I have yet to find a solution to my problem. Sorry if it's simple and I just missed it.

My boss gave me a tool with many subtools as part of it. I have been attempting to use GoMax to import it but Max gets a error and crashes. It seemed like it kept getting caught up on a certain subtool. So naturally I deleted that subtool, re-saved the tool, and tried again. Strangely enough when Max gets to the same point it still tries to import the subtool that I deleted. I tried this in different variation and the same thing happens. It works with the pre-set tools.

What am I doing wrong?


Thanks

henriquedw
06-03-10, 11:27 AM
Originally Posted by henriquedw
I tried the 2.1 version at work, and at first I thought it worked perfectly. First couple times everything went well ZB-Max or Max-ZB. But now, I m getting same problems as before, which are:

- if I hit Zb-2-Max, nothing get imported in Max
- if I have something selected in Max and hit Zb-2-max, the selected object disappear and nothing get imported.

I have no idea why that happens. is It random? does that depends on the model? I dont know.

At home Im still using 1.7, which have done the work better so far, for me at least.

Note: at work - 3dsMax 2009 64/ Windows Vista 64
at home - 3dsMax 2009 64/ Windows 7 64
Did you try running 3dsMax as admin? You can do this by right clicking 3dsMax and clicking on "Run as administrator" Yeah, I tried to run both as admin, but it seems that the problem was happen with specific mesh, dont know why. But beyond that, for majority of the meshes, I still have to try pretty much 3 times before it actually import the mesh to max. To zbrush seems to work ok.

Norman3D
06-03-10, 02:43 PM
Hi guys,

I'm new to GoMax and I find it awesome. I've read most of the posting, but so far I have yet to find a solution to my problem. Sorry if it's simple and I just missed it.

My boss gave me a tool with many subtools as part of it. I have been attempting to use GoMax to import it but Max gets a error and crashes. It seemed like it kept getting caught up on a certain subtool. So naturally I deleted that subtool, re-saved the tool, and tried again. Strangely enough when Max gets to the same point it still tries to import the subtool that I deleted. I tried this in different variation and the same thing happens. It works with the pre-set tools.

What am I doing wrong?


ThanksWhen you say it "kept getting caught up on a certain subtool", when in the process did that happen? I assume it's when you are already in 3dsMax and it's importing the objs, am I right?
I can't really think of a reason why it would fail at this stage. Could you maybe try to check the name of the subtools? Make sure there is no obscure character or something. Try renaming the problematic subtool.
Also, are you able to import that single problematic subtool by itself?

Shadowcat
06-03-10, 10:35 PM
All I was trying to do, Norman, was run the damn script. I pushed the button importing everything from Zbrush, everything works up to a point, and then I get a code error. After that, Max usually crashes. I am the only person who uses my computer so I know it can't be an Administrator problem. I don't know what I have done wrong. I don't think it is me because all I did was push the button!!

Norman3D
06-03-10, 11:09 PM
All I was trying to do, Norman, was run the damn script. I pushed the button importing everything from Zbrush, everything works up to a point, and then I get a code error. After that, Max usually crashes. I am the only person who uses my computer so I know it can't be an Administrator problem. I don't know what I have done wrong. I don't think it is me because all I did was push the button!!Please understand that I need to know more information. Usually the script works, so I need to know if there was something unusual on your side (unusual to the script).
Are you exporting various subtools? Is it just one of them that is causing the problem? Have you tried importing the Soldier.ztl to 3dsmax?
Were you using 3D layers? Morhp targets? something like that?

Deim
06-07-10, 02:44 PM
All I was trying to do, Norman, was run the damn script. I pushed the button importing everything from Zbrush, everything works up to a point, and then I get a code error. After that, Max usually crashes. I am the only person who uses my computer so I know it can't be an Administrator problem. I don't know what I have done wrong. I don't think it is me because all I did was push the button!!
Actually, it may still be an administrator problem. I think it was with the introduction of Windows Vista that made it so that even if you only have one account on the computer you still sometimes have to run things as Administrator. I am the only one who uses my work computer, there's only one user even created (I installed Windows 7 on it myself), and yet I still sometimes have to do "run as Administrator" to get some things to work.

Also, have you ever heard the phrase "you catch more flies with honey than you do with vinegar"? If not you might want to look it up. What it basically means is that you being rude to Norman3D by saying you're just trying to run the "damn script" is probably not a great way to approach someone who is trying to provide something that even Pixologic isn't giving to us. Show some respect, please.

ryanwyc
06-07-10, 03:23 PM
.

pappete
06-09-10, 12:26 PM
hi all i have a workflow question XD

can i? :

1-create basemesh in zbrush
2-export (using GOmax) in max the basemesh and get my UVs
3-re in zbrush and get the hig details.
4-export the normal/diffuse map form zbrush
5-back andcomplete the work in max.

??? the principal question is if zbrush reads the UVs using this kind of workflow with Gomax..

tnk for attention^^

Norman3D
06-09-10, 12:35 PM
hi all i have a workflow question XD

can i? :

1-create basemesh in zbrush
2-export (using GOmax) in max the basemesh and get my UVs
3-re in zbrush and get the hig details.
4-export the normal/diffuse map form zbrush
5-back andcomplete the work in max.

??? the principal question is if zbrush reads the UVs using this kind of workflow with Gomax..

tnk for attention^^Yes absolutely!

Suzume
06-10-10, 07:39 AM
I am constantly getting weird polygons when exporting from 3dsmax to zbrush.
The projection of the high detail mesh onto the low detail one somehow results in extruded vertices in some places - mostly around edge borders neighbouring a gap in the mesh.
Is there a way to prevent this from happening? Or is it possible to easily fix this stuff in Zbrush? Because as of now I am having a hard time getting these runaways back in line with the move brush which doesn't want to behave the way I want it to in every case.
This might not be an issue with your script as I've seen this stuff happening on other meshes, too - is it just the projection of ZBrush that's not doing its job?

Norman3D
06-10-10, 07:46 AM
Urgh yes, sounds like the projection to me.
You can try to tweak the projection settings before importing the mesh, it will use those settings when importing. Maybe that helps?

Suzume
06-10-10, 08:30 AM
Thx for the hint... I created a zsphere on the blank document, went straight to the Projection panel and set the ProjectionRange to 0.065 (default was 0.1). After that I loaded my tool and used GoMax to import the new basemesh.
There were still some stretched polygons but they were - strangely enough - only on the right side of the model (which is perfectly symmetrical).
So a quick masking of the left side followed by a smart Resym on all sub-d-levels did the trick.

Thx again, Norman3D.

pappete
06-10-10, 09:58 AM
tnk man^^

sexyyeti
06-11-10, 04:58 AM
Hi guys sorry for asking such a newb question but I'am not sure I'am doing it right since it seems to be working fine for everybody else. The problem for me starts, well from the very beginning lol I'am not sure why its not installing.

My system OS is: windows 7 (x64)
Using: 3ds max 2011 x 64
Running: ZBrush 3.5 R3

step 1 I unzip the GoMax zip file
step 2 I gointo the file directory its just made by the unzipping process (diagram 1)
Untitled-1.jpg


step 3 I see a file named: install and drag it to 3ds max window (but then get error msg's) (diagram 2)

However when I 1st tried to open it, it would only open in notepad by default, I then changed it to open up with 3ds max instead, then I open up 3ds max and drag the file over 3ds max window and i get this error, I know I'am probably doing many things wrong, but any help or advice would be very much appreciated, thank you in advance!

gomax error.jpg

sexyyeti
06-11-10, 05:36 AM
Hi guys sorry for asking such a newb question but I'am not sure I'am doing it right since it seems to be working fine for everybody else. The problem for me starts, well from the very beginning lol I'am not sure why its not installing.

My system OS is: windows 7 (x64)
Using: 3ds max 2011 x 64
Running: ZBrush 3.5 R3

step 1 I unzip the GoMax zip file
step 2 I gointo the file directory its just made by the unzipping process
step 3 I see a file named: install and drag it to 3ds max window (but then get error msg's)

However when I 1st tried to open it, it would only open in notepad by default, I then changed it to open up with 3ds max instead, then I open up 3ds max and drag the file over 3ds max window and i get this error, I know I'am probably doing many things wrong, but any help or advice would be very much appreciated, thank you in advance!
--------------------------------------------------------------------------

This is the error msg i get when i drag the file over to max window when trying to isntall? :s

MAXScript FileIn Exception: -- Runtime error: fileIn: can't open file - "$userscripts\GoMax\GoMaxZbrushImport.ms"

sexyyeti
06-11-10, 06:03 AM
oh btw here are the screen shots if it helps...

Untitled-1.jpg gomax error.jpg

Norman3D
06-11-10, 06:22 AM
You double posted hehe,
the problem is simple. Some internet browser download the mzp file as a zip file :(
You have to rename the zip filo to a mzp file and drag and drop the whole mzp file to 3dsMax window! ;)

sexyyeti
06-11-10, 06:35 AM
Sweet mary jabesuz, it's actually working now! Norman3D I want to have your babies your a superstar! :P

Cant' wait to try this little App out now lol, thanks once again for all your hard work in making this much needed tool!

bradvanreenen
06-16-10, 02:10 PM
Hey Norm,
The only issue I seem to be having is going from ZBrush into Max. I am running 2009 32-bit and whenever I try to bring in a mesh it crashes after telling me it was bringing in 3million+ verts and 7million+ faces, regardless of how many polys my ZBrush mesh ACTUALLY has. Sorry if this problem has already been addressed in the thread, just tell me if it has.

Once all this speed bump is sorted out, I'm probably going to make it part of our pipeline at work. Lovely plugin! :)

Norman3D
06-16-10, 03:31 PM
Hey Norm,
The only issue I seem to be having is going from ZBrush into Max. I am running 2009 32-bit and whenever I try to bring in a mesh it crashes after telling me it was bringing in 3million+ verts and 7million+ faces, regardless of how many polys my ZBrush mesh ACTUALLY has. Sorry if this problem has already been addressed in the thread, just tell me if it has.

Once all this speed bump is sorted out, I'm probably going to make it part of our pipeline at work. Lovely plugin! :)7 million faces seem a bit too much for a 32 bit system. 3dsmax is the one crashing right? Any chance you could install the 64 bit version? :S

bradvanreenen
06-16-10, 03:48 PM
Aye. Coming into Max, it should have only had 180k polys, not 7 mill.
I've tested it at home here with Max 2011 64-bit and had no problems. No worries anyway, just a strange bug on the older 32-bit version looks like.

pappete
06-17-10, 03:23 AM
hi again^^

I have a hell problem =(..i have installed Gomax on another Pc (with windows 7)..sometimes gomax dont import the mesh from zbrush to max and still on the loading bar for long long time..IF he import the mesh in max and i do some modify to the mesh and press the export from max to zbrush button , Zbrush crashes when it calculate the high deatails...whats append!? =( i have gomax2.1 , max 2010 and zbrush 3.5 r3

Rhinokey
06-18-10, 10:46 AM
Helloooo i'm having some issues with this plug, i had it working nice on another machine but on this one i've got a lot of issues, i tried scanning thru the thread to find answeres, but its 41 pages long.

1. sometimes when going from z to m the loading bar just seems to go forever i have to eventualy cancel then try again and it will sometimes work

2. when i go back to zbrush even tho i have export into 1st subdiv it imports it into zbrush as a subobject with no subdiv levels, i cant make it replace the original object when it goes back to zbrush

3. is it possible to zbrush>max then unwrap the object then max>zbrush? or does go max use the uv channels?

i would appreciate any helps

oh win 7 tried on both 32 an 64 using max 2009

Suzume
06-18-10, 06:15 PM
2. [...] it imports it into zbrush as a subobject [...]Make sure both the ZBrush subtool and the 3dsmax counterpart share the same name. Otherwise you'll experience what you just described.


3. [...] zbrush>max then unwrap the object then max>zbrush? [...]Yes you can. Unwrapping in either application is supported. The new UVs are transferred between the apps.

Sorry, I don't have an answer to your first question though.

Kerem
06-20-10, 05:05 PM
Download link is not working :( I got 404 error - "Oops! (404)
We can't find the page you're looking for. Check out our FAQ or forums for help. Or maybe you should try heading home."

marciani
06-20-10, 10:47 PM
Hi,
try to install on windows vista 64, rename the zip file,put in the window max but nothing appear, open in 3ds max with run script the install fill, open a new shell with the directory of zbrush.......after the same error: "$userscripts\GoMax\GoMaxZbrushImport.ms"
bye
Leo

hotknife
06-21-10, 02:23 AM
was bringing in 3million+ verts and 7million+ faces, regardless of how many polys my ZBrush mesh ACTUALLY has.

Just thinking aloud....(think I'm correct)but zbrush writes an intermediate file to disk for Max to import. Maybe at some point a 7 million poly obj was written or that file has corrupted. Have a look in the folders and see if there is a v. large .Obj somewhere to delete....

Norman3D
06-22-10, 06:29 AM
Just thinking aloud....(think I'm correct)but zbrush writes an intermediate file to disk for Max to import. Maybe at some point a 7 million poly obj was written or that file has corrupted. Have a look in the folders and see if there is a v. large .Obj somewhere to delete....Yes indeed, an obj is saved but then deleted regardless of the outcome, sou you won't be able to find it. If you want to nail down the problem, try to export the mesh manually and import in 3dsmax. If it crashes, you'll know it's probably because 3dsMax can't allocate the memory it needs.

In order to download, click on the link in my signature. I'll look into your other problems later! gotta go!

NoobVee
06-22-10, 08:10 AM
the download link is broken. :rolleyes:

Norman3D
06-22-10, 08:31 AM
the download link is broken. :rolleyes:Did you try the link in my signature? It's working fine for me!

alannoon
06-22-10, 08:10 PM
You sir, are a life saver. I just downloaded and installed. Absolutely perfect for the job I am working on.

The pixel shader implementation of the ZBMaterials is freaking SWEET.

Thanks!!!!

alannoon
06-22-10, 09:38 PM
I just realized it is missing ONE big feature I rely on constantly: creasing smoothing groups on import.

If GoMax had that, I would be set!!!

Townshand
06-23-10, 11:14 AM
Stops on "Awaiting ZBrush Export to finish"

Win7 x32
Zbrush 3.5R
3dsMax 2011

Wizav85
06-26-10, 06:09 AM
If you downloaded this as a GoMax.zip file please rename it to GoMax.mzp and drag and drop it on your 3dsMax window
Not working for me, When i rename it from GoMax.zip to GoMax.mzp 3ds max recognizes it as GoMax.mzp.zip

Suzume
06-26-10, 01:22 PM
Are you sure you can see file extensions correctly within the Windows Explorer?

Wizav85
06-26-10, 01:47 PM
Are you sure you can see file extensions correctly within the Windows Explorer?
That was the problem thanks :)

There's an option in windows control panel that you can change to see extensions for known file types. After turning it on i could rename it properly and it worked fine now :)

wizzie14u
06-27-10, 11:59 AM
Norman, I checked the GoMax settings and "Fix Scale" is already checked.....I just doublechecked and tried the Max to Zbrush and Zbrush back to Max and the scale is still out of whack.

(I'm sure it's somehow user error)

Norman3D
06-27-10, 12:15 PM
It might sound stupid, but have you tried exporting from 3dsMax to Zbrush twice in a row? Some users report that scale gets fixed after importing to zbrush twice :S

wizzie14u
06-27-10, 01:24 PM
Ok, that actually worked. How odd.....so, I'll have to just make sure to export twice to fix the problem, I guess. Thanks, Norman!

NoobVee
06-30-10, 06:01 AM
any chances that I can Synchronize zbrush camera to max and vice versa?

Norman3D
06-30-10, 12:25 PM
any chances that I can Synchronize zbrush camera to max and vice versa?Already tried it, but it's simply not possible due to how the camera system currently works within ZBrush :(
There are a couple of threads regarding the matter in case you want more info.

Deathmetallist
07-04-10, 04:53 AM
hmmm can't wait to see the new version ... except it's so good already I don't know what feature to use ... oh wait ... this may be impossible to implement but ... support for other render engine than mental ray ... support for vray and final render ... I don't know if it can be done ... but imagine that ... rendering right after import and getting the right displacement ... hmmm ... besides ... for some reason , vray seems to give me better displacement results every time ...

anyway ... a free addon doesn't mean a bad one , your is free and it rocksss so hard ...

NoobVee
07-05-10, 07:12 AM
Already tried it, but it's simply not possible due to how the camera system currently works within ZBrush :(
There are a couple of threads regarding the matter in case you want more info.so any tips to make it for me to easier to match the camera?

AdaleRene
07-09-10, 07:15 PM
What does it mean if i keep getting the error
--Runtime error:fileIn:can't open file-
$userscripts\gomax\gomax.ms

it takes me to the remove temp installation folder section of the script..I uninstalled every thing and tried starting over and its still doing the same thing.


so
I tried installing it from run script....mmm ....then the automatic way...i made sure everything was named or that the mzp file name was right

also had a previous error about z-brush export but that was a few tries before..

I had it working kind of before today but not completely. The old version works so perfect on my work computer with the same models that wont export/import on my home comp
is it like an OS thing.. I am on windows 7 now... and i think $ means a drive path right? could that be different in windows 7..
hope someone knows what im doing wrong ...:o:)

AdaleRene
07-09-10, 07:50 PM
so about my earlier post i was just not realizing that windows 7 hides the extension...sorry

napalm44
07-14-10, 10:43 AM
So, I am able to get GoMax to import the basic geometry (presumably the obj file) into Max ok, but when it hits the DX9materialsetup function, MaxScript states it cannot identify the DiffuseToAmbient function/value, and it seemingly halts the rest of the import. Nothing seems to be getting imported aside from the geometry.

I am on Max 2011, so I am wondering if this variable name has been potentially changed since 2010? Would commenting it out hurt anything? I actually tried to do this, but I don't think I was editing the source script, as when I retried the export, the same error occurred.

Thanks for any input you can provide.

pappete
07-26-10, 06:12 AM
hi man i have a big trouble =(..Let me explain..

I have 2 subtool (all with 6 subd lvl whit final sculpting)..now i need to attach the subtool into one (shoes +body) and preserve my sculpt..i export all subtool whit 1 subdivision lvl in max(whit Gomax) and "attach" together the mesh and after done this operation i finaly re-enter in zbrush...but after some remeshing calculation whats append?only crash XD..so i cant import an attach mesh after i done the sculpting? or some goes wrong???

plz i need your help!!! love and peace

Norman3D
07-28-10, 01:26 PM
hi man i have a big trouble =(..Let me explain..

I have 2 subtool (all with 6 subd lvl whit final sculpting)..now i need to attach the subtool into one (shoes +body) and preserve my sculpt..i export all subtool whit 1 subdivision lvl in max(whit Gomax) and "attach" together the mesh and after done this operation i finaly re-enter in zbrush...but after some remeshing calculation whats append?only crash XD..so i cant import an attach mesh after i done the sculpting? or some goes wrong???

plz i need your help!!! love and peaceI would suggest not using GoMax at all. Simply delete the lower subdivisions of your tools, and click the merge down button in your subtool list. After that reconstruct the subdivisions. Let me know if it helps!

TJX
08-11-10, 09:28 AM
Hi, now that Z4 has been released that comes with a GoZ that works with 2009+ versions of MAX, what's the next step for this project? The new version of GoZ for the PC unfortunately does not support MAX 2008.

Arcanox
08-11-10, 01:19 PM
Have you tried installing GoZ on 2008 anyway? I'm using Max 9 (not 2009) and it worked just fine.

I'm not sure if all the features are supported since I suspect some realtime viewport stuff is used, but for geometry editing it's worked perfectly.

Norman3D
08-11-10, 02:10 PM
Actually I don't really know if GoZ works for 3dsMax 2008, better ask someone from Pixologic team. I know it works on 3dsMax 2010 ;)

Regarding this project, I'd like to wait and see what happens, if there is still any demand for it or anything... I would also like to see what the SDK is all about and maybe work with that. We'll see... :)

GoZ works very well for me, so there is no hurry ;)

TJX
08-11-10, 05:07 PM
I am still unable to activate my Z4 but my friend who also has MAX 2008 was able to get GoZ working. Basically he had to manually tell ZBrush where his 3DS Max was installed because it was unable to find it when it was scanning the hard drive. And yes, he was able to quickly transfer a Zbrush model to Max 2008. It does however take a few seconds to switch back and forth because it keeps looking for what appears to be 2009+ 3DS Max files everytime.

cgvinny
08-12-10, 05:56 AM
OK what about a GoWord ! to make the link from Zbrush to microsoft Word :lol:

Ok, totally impossible and useless, but you are sure that Pixologic won't develop this tool :cool:

skaale
08-16-10, 07:29 AM
HI norman3D,

Is it possible to update the GOZ for Zbrush 4.. The GOz from pixologic don't support material, mental ray shaders etc... very cool function in your GOz--:-) :D

wolfsoull
08-16-10, 08:37 AM
Norman3d: when i run the install give this error " --Runtime error:fileIn:can't open file-$userscripts\gomax\gomax.ms

how to fix it?

regards

New2Brush
09-03-10, 09:59 AM
So now that GoZ (Zbrush 4) works with Max 2011 is there anything that GoMax can do that GoZ can not?

pakcik666
09-07-10, 06:12 AM
HI im new...Ive tried your GoMax in 3dsmax9 and its work perfectly charm....but my studio where im working using 3dsmax2008...i tried to install and found this error on the listener....sorry if this already ask before but ive tried to solve the problem myself and nothing....so thanks again...
-------------------------------------------------------------------------
-- Error! CreateProcess(cmd /e:on /d /c "http://www.norman3d.com/Scripts/GoMax/GoMax_Version.ini") failed!

-- Error! CreateProcess(cmd /e:on /d /c "nircmdc.exe elevatecmd win -style title "GoMax 2.1" 0x00080000") failed!
-------------------------------------------------------------------------
Using :
- Zbrush 3.5 R3
- Max 9 (work perfectly awsome)
- Max 2008 (Am I doing wrong?)
- Win XP SP1 Intel Core2Duo ( both max9 & max2008 )

T0rch
09-09-10, 10:43 AM
Oh my god dude...this plugin rocks! I just started learning Max properly a couple of weeks ago, its a really handy tool. Thanks a lot! :)

Norman3D
09-12-10, 11:24 AM
HI im new...Ive tried your GoMax in 3dsmax9 and its work perfectly charm....but my studio where im working using 3dsmax2008...i tried to install and found this error on the listener....sorry if this already ask before but ive tried to solve the problem myself and nothing....so thanks again...
-------------------------------------------------------------------------
-- Error! CreateProcess(cmd /e:on /d /c "http://www.norman3d.com/Scripts/GoMax/GoMax_Version.ini") failed!

-- Error! CreateProcess(cmd /e:on /d /c "nircmdc.exe elevatecmd win -style title "GoMax 2.1" 0x00080000") failed!
-------------------------------------------------------------------------
Using :
- Zbrush 3.5 R3
- Max 9 (work perfectly awsome)
- Max 2008 (Am I doing wrong?)
- Win XP SP1 Intel Core2Duo ( both max9 & max2008 )


Do you have any Service Pack for 3dsmax 2008 installed? Do you have admin rights at work?

Norman3D
09-12-10, 02:59 PM
I just uploaded version 2.2 of GoMax, just to make it Zbrush 4 compatible, since some of you were requesting it.

Other than that, I just fixed some minor bugs, and made the whole installer much smaller in KB size.

The auto-updater was broken since 2.1, but it's now fixed, so you'll have to install it manually.

If you updated to Zbrush 4.0, you'll have to install it manually anyway, so you can choose zbrush 4 upon install.

Zbrush 3.5R3 is still compatible. ;)

zoffty
09-13-10, 01:53 AM
Thanks a lot Norman! ;)

marcus_civis
09-13-10, 09:14 AM
Norman,

As most of this thread relates to ZBrush 3.5 I've moved it to the Archived ZScript Utilities forum, but please make a new thread for the ZBrush 4 version so users can use if they wish.

Thanks,

goddog
12-23-10, 09:01 PM
Hi
I tryed multiple sites angles and.I have dropped it and get runtime errors.
usserscript .
I use max 2010 and zbrush 4.
Especialy when you want to drop it in the zbrush root folder when prompted to do so.
Please could you help me with this issue would love to know how GO Max works.
I want to export my mapped and polypainted carracter in to max with no fuzz .
Is this it ?
What I found on some forum this does all the fiddly didly bids for you but with polypaint maps coming through automaticaly.
I am a noob when it comes to scripting and macros and python.
Please help this is an image of the error!

Kemo_3d
01-07-11, 10:55 PM
how can install that ??

goddog
01-08-11, 02:13 AM
So before I unzip the zip folder I have to like rename it GOMAX.mzp.\
Or the main file in max Install setup .Try it all but that that .
The instructions are unclear.
I mannaged to get the Gomax settings dialogue box on max but still throw a
Runtime error when prompted to go to the ZBRUSH 4 ROOT.
Would like to know ,If you could help explaining it in a Step opon step bit clearer intructions for the scrpt noobs.I KNOW yOU JUST dROP IT IN THE WINDOW MZP FILES BUT WICH ONES .ONCE UNZIPED THERE ARE FEW FILES .
tHAT IS THE CONFUSING BIT .wICH FILE SHOULD BE RENAMED THE GOMAX UNZIPED FOLDER DO YOU DROP THE UNZIP FOLDER DO FIST UNZIPIT THEN WICH OF THOSE FILES DO YOU DROP?

Norman3D
01-08-11, 06:08 AM
So before I unzip the zip folder I have to like rename it GOMAX.mzp.\
Or the main file in max Install setup .Try it all but that that .
The instructions are unclear.
I mannaged to get the Gomax settings dialogue box on max but still throw a
Runtime error when prompted to go to the ZBRUSH 4 ROOT.
Would like to know ,If you could help explaining it in a Step opon step bit clearer intructions for the scrpt noobs.I KNOW yOU JUST dROP IT IN THE WINDOW MZP FILES BUT WICH ONES .ONCE UNZIPED THERE ARE FEW FILES .
tHAT IS THE CONFUSING BIT .wICH FILE SHOULD BE RENAMED THE GOMAX UNZIPED FOLDER DO YOU DROP THE UNZIP FOLDER DO FIST UNZIPIT THEN WICH OF THOSE FILES DO YOU DROP?

The problem is certain internet browsers automatically rename the GoMax.mzp file to a GoMax.zip file
It is meant to be a single mzp file!
If your browser renamed the file to zip and you extracted the files, don't.
Just rename it back to GoMax.mzp and drag and drop it on 3dsMax viewport.

goddog
01-08-11, 12:35 PM
This is again after I used combination of trying to renamed install still run time eror Sent you images of my Desktop maybe you could see from this.
Should i uninstall Bits and bobs of stuff thats been installed?

Terryblush
04-03-11, 04:34 PM
I have just tried this cool bit of software, and I like what you have done, however when I take my Godzilla model from max to ZB it always loads with a polysphere attached to it round the rear half and offset a bit, for some reason?????? Is this just a newb thing I am doing?

Norman3D
04-04-11, 08:02 AM
I have just tried this cool bit of software, and I like what you have done, however when I take my Godzilla model from max to ZB it always loads with a polysphere attached to it round the rear half and offset a bit, for some reason?????? Is this just a newb thing I am doing?
Try selecting "SimpleBrush" in Zbrush so that you don't have any tool selected at all.
And then try to import your mesh from 3dsmax to Zbrush.
Let me know if it helps!

skaale
04-04-11, 10:03 AM
hey Norman3d,

Is it possible to add Vray 2.0 to Gomax ;)

Use it almost everyday my Favorite toy:-)
Best Daniel

Norman3D
04-04-11, 10:40 AM
hey Norman3d,

Is it possible to add Vray 2.0 to Gomax ;)

Use it almost everyday my Favorite toy:-)
Best Daniel

I'm glad you like it! As a matter of fact I wanted to revisit GoMax. Since I have learned a lot in a year. I could add vray 2 support and a couple of other things. And also make it a lot faster!
But right now I got other projects in my hands, and honestly,... I would also like to leave scripting for a while and do some sculpting, haha.
But we'll see... I'll do it, but propably later on ;)

Terryblush
04-06-11, 05:06 PM
Try selecting "SimpleBrush" in Zbrush so that you don't have any tool selected at all.
And then try to import your mesh from 3dsmax to Zbrush.
Let me know if it helps!
After figuring out where the simple brush was i tried, the gomax and it worked great. Thanks again :)

bludragon
04-12-11, 03:31 PM
Any chance this script will be updated for Max 2012?

Norman3D
04-12-11, 04:36 PM
Any chance this script will be updated for Max 2012?

It works for the most part. The only problem seems to be the directx shader. It can make your 3dsmax session crash. It is also happening with a lot of other fx shaders out there. So it doesn't seem to be GoMax's problem. However, if a fix is found I'll make sure to apply it.
Until then you can either import your meshes with standard material or switch from the new nitrous viewport back to the old direct3D.

bludragon
04-12-11, 07:15 PM
hmm interesting, Max seems to crash for me when I try to import/export from either programs. Im using Max 2012 64 bit and Zbrush4, on windows7.
Any ideas?

Norman3D
04-12-11, 10:38 PM
hmm interesting, Max seems to crash for me when I try to import/export from either programs. Im using Max 2012 64 bit and Zbrush4, on windows7.
Any ideas?

Check the post right above you. ;)

bludragon
04-13-11, 05:28 AM
Ahh my mistake, I tend to jump to conclusions sometimes. Works great now..thanks!

andrei.szasz
10-14-11, 06:59 AM
Any chance for a new version to work with Z4r2 ?

Norman3D
10-14-11, 07:05 AM
Any chance for a new version to work with Z4r2 ?

it should work with version 2.21! I just double checked, it works fine on my PC.

andrei.szasz
10-14-11, 07:26 AM
...ohh, i've tried it a couple of times last week and it didn't work, I've tried it now and it seems to work just fine !

Great Thanks!