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Norman3D
09-14-10, 03:10 PM
banner22.jpg

Hey guys!

I opened a new thread for the ZBrush 4 compatible version of GoMax.

I originally didn't plan to keep working on this, but people were asking me lately to at least make it ZB4 compatible, so here it is! It's still working for 3.5 R3, in case some of you are stuck in that version! ;)

Here are a couple of features:

-Matcap export
-Diffuse/NormalMap/DispMap export
-Standard,DirectX and MentalRay materials
-Might fix scale problems with ZBrush "ExportScale"
-Noticeable faster than GoZ in some cases
(If you have a Ztl with multiple subtools, but you only want to export one, GoZ goes through all the subtools in the subtools before exporting it, this takes quite a lot, specially if you have a lot of subtools)
-3dsmax 9 to 3dsMax 2011 support
-Option to export 1st subdivision of all subtools
-Option to Disable Turbo/MeshSmooth when exporting from 3dsMax to Zbrush
-Option to import meshes to Zbrush into 1st subdivision automatically
-When exporting new subtools from 3dsMax to Zbrush, they will be automatically appended to the current Ztool, if any selected.


Here is a link to the latest version:

DOWNLOAD (http://dl.dropbox.com/u/3715555/GoMax.mzp)
(It will automatically update if there is a new version)



And here is a link to the old thread:

Old GoMax Thread (http://www.zbrushcentral.com/showthread.php?t=81506&page=1)

Install instructions:

Download the mzp file and drag and drop it on your 3dsMax viewport. If no window pops up, click on Maxscript/Run script and select the mzp file.
Some internet browsers rename the mzp files to zip files. So make sure your mzp file is still a mzp file after downloading ;)



And finally, is there any request from you guys? Any little thing that might be helpful for your workflow?

alannoon
09-14-10, 03:29 PM
Just wanted to double check: Is smoothing group/creasing data respected?

(Because that is HUGE for me.)

Norman3D
09-14-10, 03:37 PM
hmmm actually I need to double check on that one, but I suspect the answer is no.

I think smoothing groups were only respected in the past with the SmoothingGroupImport plugin, am I right?
Is this still the case? Actually, is there such plugin for Zbrush 4 already?

If so, I might be able to make an option that uses that plugin to import the objs... if not, I'll have to wait for the plugin to be released first.

But it's a good question, I totally forgot about smoothing groups...

O/MI
09-14-10, 03:43 PM
cool that this is still in development...great norman :tu:

alannoon
09-14-10, 06:50 PM
As far as I know, you are correct: smoothing groups were only respected via the import plugin.

I don't see the plugin as being updated for ZB4.

Deathmetallist
09-14-10, 08:25 PM
I actually downloaded it ... I thought you would stop working on it ... but it's still one useful plugin ... even with GOZ around ... many thanx ... you actually make things move in the right direction ...

Dipnusurf
09-14-10, 11:22 PM
Go max helps me to save a lot of time, I wanted to thank you for this! :D

supermanu
09-15-10, 12:03 AM
thank you:tu:

DerLandvogt
09-15-10, 03:30 AM
oh man! Thatīs brilliant!!!! You made my day! Thanks a lot for your work!!! For me GoMAX is the most usefull tool for Zbrush.
Thank you!!!
Kind regards
Hilmar

diabelt
09-15-10, 09:16 AM
Thanks:)

DerLandvogt
09-15-10, 02:20 PM
uh... but this time it dosnīt work. In Version MAX2009 and 2010. Max just give me the note " awaiting Zbrush Export to finish" for ages.

Think I have to go back to version Z3.5+GoMAX1

skaale
09-18-10, 12:50 PM
possible a bug.-- gomax only takes the half of the matcap when export to max 2011
i've have only matcap and subtools turned on--her is a screen shot :idea:

Untitled-1.jpg

TimeActor
09-28-10, 02:02 PM
Uhhh what a great thing!
Thanx a lot for the work!
Is it possible to export from ZBrush to Vray in Max?

Deathmetallist
10-03-10, 01:08 AM
yeah exporting from zbrush and being able to choose correct settings for a variety of render would be cool ... I'd say ... vray ... and maybe final render ... I think final render do a few things better than vray ...

TimeActor
10-03-10, 01:58 AM
Yes that would be very nice!
Is the new Version of Final Render for 3ds Max out?

Norman3D
10-04-10, 12:34 PM
possible a bug.-- gomax only takes the half of the matcap when export to max 2011
i've have only matcap and subtools turned on--her is a screen shot :idea:

Untitled-1.jpg

Hmmm is this happening with all materials?




And the vray material is a good idea, I'll put it in as soon as I have some spare time ;)

TimeActor
10-05-10, 01:03 AM
Wow...that would be fantastic Norman.
You make a great Timesafer and i must say "much much thanx".

preiro
10-06-10, 02:09 AM
Hi, Norman.
I have a problem with the export of a single subtool in max.
1.I load my ztool in zbrush
2. Isolate (check eye icon) subtool
3. in 3d max press export from zbrush
4. then got selected subtool in scene plus pack of different subtools

what am I doing wrong? Thanks
gomax.jpg

pimeto
10-06-10, 03:17 AM
Dont you have to export it from Zbrush, not from Max ?!
I dont know how GozMax work but its strange!

LeoAMD
10-06-10, 04:59 AM
try exporting it in zbrush and then importing it in max

goast666
10-06-10, 05:36 AM
preferences>import/export>change the export settings to account for MAX's Zup set up.

preiro
10-06-10, 06:16 AM
thanks for replys, guys.
but problem is why GoZ try to export all subtools in max instead of selected one with eye icon.

Norman3D
10-06-10, 10:07 AM
So on one hand it's importing the legs, all though it should only export the upper part, right?

Do you have the "Subtools" checkbox in GoMax turned off? Try that, and let me know if it works.

The other problem seems that it's being imported with the wrong rotation. Have you used GoZ and GoMax in the same session? I believe GoZ touches the Export Settings for the export/import, but doesn't turn them back to the original state after the export/import is done.
I will have to double check this, and fix it.

preiro
10-06-10, 11:29 AM
Hi, Norman . Thanks for fast feedback.

turning off the "Subtools" checkbox in GoMax settings solved the problem.

and for second question.
Yes. If Goz was used for export in max, all zbrush settings in import\export preferences are turning off.
it would be nice if you be able to fix this. thanks

sNeb
10-08-10, 01:35 AM
Hey Norman!

GoMax is great!

I have the same scaling issues with the Export (Zbrush4 to Max2011).
I used GoZ during the process. My scale in the Export (Zbrush) is set to 10,6074. While using GoMax the scale changes to 100 which makes my model super big.
Hope this helps a little for fixing the problem!

Keep up the good work!

Norman3D
10-08-10, 09:21 AM
Hey Norman!

GoMax is great!

I have the same scaling issues with the Export (Zbrush4 to Max2011).
I used GoZ during the process. My scale in the Export (Zbrush) is set to 10,6074. While using GoMax the scale changes to 100 which makes my model super big.
Hope this helps a little for fixing the problem!

Keep up the good work!

You can disable the "Fix Scale" checkbox in GoMax settings. The "Fix Scale" checkbox, when activated makes sure that the export scale is always 100, instead some random number.

appletoy
10-14-10, 09:48 PM
In the next version of 'smooth groups import' feature, please add
Thankfully being used.

Deathmetallist
10-16-10, 03:19 PM
but a final render material with correct settings would be cool too ^^

though ... for vray and final render , you need a displacement modifier ... in vray it's the vraydisplacement mod and for final render it's fr-MTD ... ( I find final render faster and preserving more details ) ... so is there any way to conveniently have these set with the right value ? maybe not a one click solution , though it would be nice ... but something quick to setup ...

by the way , my vraydisplacemod values seems to be based on the alpha depth ( or is it alpha gain ? gotta check ) from zbrush while final render seems to have fixed values for the displacement ... ( which makes final render a whole lot easier to setup )

hope it helps improve gomax ^^

Tomala
10-17-10, 10:27 AM
Hey, thanks for GoMax, its great plugin imo works better(faster) than Goz. Nice to see there is a version for zb4.
Thanks :)

Dariusz1989
10-27-10, 05:26 PM
Heya

Great work ! Better than goz lol...

Anyway was wondering if that is possible... I got mesh in 3ds max > Export zbrush> Import BUT only textures ?

I dont want to replace mesh but only textures(bump/normal/etc) any chance to do it ? :)

Vray support tooo plzzzzzzzzzzzzzz

skaale
11-08-10, 02:50 PM
HI again Norman3D,,

IT would be super COOL. with Vray support..:tu: :tu: :tu:

best Daniel

NoobVee
11-25-10, 02:18 AM
it doesn't work in Max 9.

it says Doscommand error.

darkforest
12-16-10, 01:39 PM
Thanks for this, and another vote for Final Render MTD connection for displacement map :tu:

sheaspina
12-17-10, 11:15 AM
Fantastic! Thanks Norman, I was suffering withdrawals. :D

jdiggidy
01-06-11, 09:05 PM
just wanted to upload a working version of the smooth group import plugin for Zbrush 4 so hopefully it can get included as an option for GoMax.

NikNok
04-17-11, 04:45 PM
Looking for a link in between Zbrush and max/vray as well.

It is just a drag to go through all the renderer settings everytime you send your model, AA, GI, samples, render elements, re-applying the materials ...

I know an answer is model first, shader setup after ... but come on, if you work in the industry you know how we are led to go back and forth in between both pretty usually.

Googling it would have been a faster answer but : yes, the last final render version is out now R3.5 SP3 (compatible with the once again disappointing Max 2012). Check cebas website for more info ;)

--E--
05-13-11, 04:43 PM
First off, awesome tool! :tu::tu:

I have a lot less issues with this over GoZ with max.

I have one suggestion though.

(Unless I am totally missing something) Could you add an option for the Max > zbrush workflow where material libraries are exported by default?

Currently matids/polygroups are not imported from max to zbrush because you have them turned off by default when the mesh is exported out of max.

Kind of a hassle to have to turn them on manually every time I wanna export something.

Thanks,

--E--
05-13-11, 05:01 PM
Also, it looks like the option to export polygroups from zbrush > max is grayed out? Why is that?

It appears the script is auto turning off "tool > export > grp" in zbrush which prevents polygroups from being exported out of zbrush.

Is it possible to turn this on?

Norman3D
05-13-11, 05:12 PM
Hey E!
The reason why polygroup is grayed out is because I never got to implement support for polygroups.
Here is the "problem" with exporting polygroups from Zbrush to 3dsMax.
When you export your mesh with the polygroups, and import it in 3dsMax you will realize that the mesh has been split into pieces, different meshes. At this point the mesh is broken, the vertex IDs are renumbered and don't match the original one, even if I merged them back together automatically.
There are a couple of ways around this, but it would not be pretty and only work some of the time.

As far as I know GoZ uses a whole different method. I'm simply exporting my mesh as an obj, whereas GoZ is exporting in a GoZ format, which is able to support polygroups nicely.

So, unfortunately GoMax won't be supporting polygroups any time soon. You'll have to use GoZ, which I'm sure will keep improving. Sorry. :/

JBradford
09-29-11, 09:25 PM
Hi Norman3d,

Do you plan to update Gomax to work with Zbrush4R2?

I tried testing it with Max 2012 and Zbrush4R2 but can't seem to make a connection. Hopefully this would be a minimal thing to fix.

Thank you

JBradford
10-03-11, 01:16 AM
Correction - GoMax does work Zbrush 4R2, I forgot to re-install GoMax and point it to the Zbrush 4R2 folder. Works just as before now. :)

Doug Jones
10-03-11, 04:50 AM
Can it work with Autodesk 3ds Max 8?, Please, I hope

strob
12-08-11, 12:28 PM
I also need VRAY support!!!!

thanks!

lander
01-26-12, 01:37 AM
Yes a way to make max use a specific .max file would be great to make every user of 3rd part renderers happy.
Until then. save your render settings so you can load them.