1. #61
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    Yes, it's in the works.

    http://forums.cgsociety.org/showthread.php?t=296244

    Fortunately for us C4D users, the new v9.5 is very Zbrush friendly (32bit depth displacement maps, Normal Maps and Bodypaint; the best UV editor on the market, built right in.)

  2. #62
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    Quote Originally Posted by ryankingslien
    blinxpro and smokebox46and2 and other Max users-

    The Max ZPipeline is still in development. Please understand that these guides are done by people in their free time and are a wealth of information that often takes years to accumulate. There is nothing personal in the release dates and there are no conceivable grudges against any apps users. Each guide takes one person a long time to finish and it is offered for free as way to assist the community.

    On the other hand, you are always welcome to post you own tutorials. These guides are really just amplified tutorials. Thank you Martin Anderson for the tutorial that you posted on Page two of this thread.

    Kind Regards,

    Ryan
    Please understand that I honestly wasn't trying to ruffle anyone's feathers.
    I now realize that instead of using the word "grudge" I should have explained what I meant by that. I meant more or less: Are there any kind of business relations or alliances with Maya that might impact the software in relation to Max. It was a supid way to put what I was wondering and I appologize.

    I was unaware that these pipelines were "done by people in their free time." I made the mistake of assuming that this work was done by pixologic, and was being done as an added service to accompany it's product.

    I know that we are all indeed gratefull for the work that Pixologic & Company put into these products as well as those members who offer their own services for the benifit of us all at no cost.


    acmepixel

    There's no grudge or prejudice against Max, but there is a definite problem with triangles. Obj is an old Alias format that is widely accepted because of it's quadrangle mesh capability. .3ds is a triangle poly mesh format. Zbrush loves any shape of polygon as long as it has exactly 4 sides.


    I didn't realize this. Thank you for clearing that up for me.


    ludikastyle

    Blinx, I would suggest you to avoid importing the full 1Meg+ polygons obj in max... you won't be able to handle it anyway.... i'd rather go for a 100-200 thousand polys and then add detail with displacement maps/ bump maps.
    There's several good tuts on this topic.
    Federaik


    Thanks for the tips. However I am making enormous environments that are rich in small details and currently already utilize displacment and bump maps. Perhaps someone hase some advanced displacement tutorials that might help me increase efficiency.

    I meant no offence, I hope none was taken, especially by those working on the MAX pipeline.

    blinxpro

  3. #63
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    Just to add to what ryan said since I see a few cinema 4D inquiries here, There is a cinema one being done, one small hiccup regarding an oddity discovered on the cinema side but as acme pixel said cinema is quite easy and highly compatible with zbrush to begin with.

    No clue when to expect it but there is a talented lady working on it and maxon's being a good help in getting it going.

  4. #64
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    Hello, i have no reply from my post, so i decide to upload a image for a clearer view, hoping someone could see easily what is happening to me while i try to import a obj with a displacement . following zpipelines xsi 5 tutorial.
    If somebody knows why this seems appear plis help me.
    thanks!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	fallos.jpg 
Views:	210 
Size:	26.6 KB 
ID:	33598  

  5. #65
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    Maybe you need to fix seams, try to convert your alpha into texture, and then apply TOOL > TEXTURE > FSBORDER, you need to put the amount of the fixed borders and the Apply fix

    www.ilusiondigital.com
    www.invictus-designs.com


    DOWNLOAD MY ALPHA PACK:
    http://www.zbrushcentral.com/showthread.php?t=153671

  6. #66
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    That was brillaint - thanks a lot guys, that really helps me out beond anything else i've read. Great stuff! Thanks a lot

    -Iest

  7. #67
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    Is it finished (for Max) ?

  8. #68
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    Default not yet

    Not yet abishai, but if you stroll around in here youìll find a lot of people who have found and explained some good techniques for the Max-ZBrush-Max iter.

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    Thanks ludikastyle.

    Just asking , 'cause I saw that there's no for Max.

  10. #70
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    cant wait for the MAX one to come out!!! thanks to whoever is developing it!!!! it will be much appreciated!

    thanks,

    cheers!

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    please delete this message too, MOD! seems like a funny thing is going on here. geez

  12. #72

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    3am_
    Can you please clarify as to what seems fishy? Your third post and your already suspicious?

    To Max users -
    Discreet is putting together the guide and it is taking a little longer than expected. We will post a note in this thread when it is ready. I am sorry for the delay. It is always our aim to get information out there as fast as possible while at the same time being as encompassing as possible. Unfortunately, this is not always possible and we have to release what is available in the interest of maximizing the good.

    Ryan

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    It's great that Autodesk are on board with this pipeline! This should iron out all the guess-work we've all put in to get where we are now! Hopefully there's some Mental Ray intergration in this pipline? ( I can't afford V-Ray!)

    I've made a simple Max to ZBrush tutorial with Polygroups Found Here if it's any help? It should get the ball rolling for those waiting for this pipeline. It's all guess-work.

    Upham
    Upham's ZLand! ZBrush For Newbies!
    http://zbrush.cjb.net/

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    please delete this message too, MOD! seems like a funny thing is going on here. geez

  15. #75
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    Quote Originally Posted by upham
    It's great that Autodesk are on board with this pipeline! This should iron out all the guess-work we've all put in to get where we are now! Hopefully there's some Mental Ray intergration in this pipline? ( I can't afford V-Ray!)
    Upham
    HA! Well put =)

    I have no problem waiting if the solution to this displacement problem is resolved without using a Max modifier (i.e. Displace)--allowing only minimal resemblance to ZBrush-level detail--but instead by calculations performed by the Mental Ray renderer during render time. I would hope, from reference to this thread, that the development team for the Max pipeline is aware of the numerous tutorials already in existence for render-time displacement using V-Ray and bypasses any mention of it and focuses completely on renderers native to Max following version five. We're not dealing with idiots here, so I'm keeping the faith.

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