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Reply Quote UserGallery ThreadGallery Post#1 |
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Member
Join Date: Apr 2006
Location: White Beach, Spain
Age: 99
Posts: 77
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Translated by Sinyendil(thanks!) & some minor fixes and changes by me.
Translation open to suggestions. Click here for Spanish Version From ZBrush 3.1 to 3DsMax 9 1.- CREATE OR IMPORT THE BASE MESH Option A.- Create the mesh in Zbrush with Zspheres. Jump to step 2. Option B.- Import a mesh created in 3DsMax. Create the mesh in 3DsMax and then export it as .OBJ using this configuration: In Zbrush select the tool “PolyMesh3D” so that the submenu “Import” shows up in the menu “Tool”. Import the mesh using this configuration. 2.- SCULPT AND/OR TEXTURIZE: Subdivide the mesh as many times as necesary (Ctrl.+D) and we sculpt untill we fall on our asses. 3.- APPLY MAPPING COORDINATES: Option A.- The mesh has mapping coordinates previously created in 3DsMax or any other software. Jump to step 4. Option B.- Create mapping coordinates in Zbrush. At this point is recomendable, if we have already finished our sculpting fase, to go to the level of subdivisión that we are going to export to 3DsMax and delete the lower levels. Go to the lowest subdivision level. Activate mapping coordenates clicking on “EnableUV” in the submenu “Tool/Texture”. Apply “GUVTiles” or “AUVTiles” (I prefer the first one since the mosaic it generates is nicer to see ) (Optional) Click on “Uv Check” [1] and up to the highest level of subdivision to check the the mapping does not have any “stiches” or blank spaces, in which case we repair clicking on “Fix Seams”[2]. ("UV Check" creates and applys to the model a grey texture that we can deselect once we have done the checkin.) 4.- CREATE THE DISPLACEMENT MAP Go to lowest level of subdivision. In “Tool/Displacement” menu click on “Create DispMap” using the configuration shown on the image. "DPRes" adjusts the resolution or size of map we are creating. 2048x2048 would be an acceptable size, though we can create maps of up to 4096x4096. 5.- EXPORTING THE DISPLACEMENT MAP USING “DISPLACEMENT EXPORTER 3” Make sure that the displacement map generated is selected in the “Alpha” box. And Open Displacement Exporter clicking on “DE Options” inside the “Alpha” menu Set it as shown in the image. Manualy or introducing DE-LAGK-EAEAEA-D32 as Quickcode, export clicking on “Export Active Set” 6.- EXPORTING THE MODEL FROM ZBRUSH: Go to the level of subdivisión we want to sent to 3DsMax. The level or density of the mesh depends a bit on eachs needs. Non the less, it´s recomendable not to export a really low level, a few thousands of polys will. Export the model by clicking on “Tool/Export” setting it as shown on the image: 7.- IMPORTING THE MODEL TO 3DSMAX: In 3DsMax, import the model using “File/Import”. The popup menu up should be configured as shown on the image. Convert the model from “Editable Mesh” to “Editable Poly” Apply a “Turbosmooth” modifier to the mesh. The number of iterations will depend on the degree of accuracy to the original model that we pretend to obtain and of course the limitations of our machine. Obviously, the ideal is that the mesh in 3DSMax has at least the same number of polygons that mesh in Zbrush. A way to lighten the burden on 3DsMax -Only with the native displacement modifier of Max- is to set the highest level of subdivisión only for the render and set the iteration shown on the viewport at a lower level but that allow us to have and aproximate idea of the result. 8.- IMPORTING THE DISPLACEMENT MAP TO 3DSMAX: Open the material editor and click on “Get material” button Select “Bitmap” and open the displacement map created and saved on Zbrush. 9.- SUBDIVIDING THE MESH AND APPLYING THE DISPLACEMENT MAP: Apply the “Turbosmooth” modifier and subdivide the mesh as many times we consider is necesary. Pushing “7” we can see the number of polys the scene has. The values “Srength”/Decay”(Scanline) "Amount"/"Shift"(VRay) "Displacement Length/Extrusion Strength"(Mental Ray) This values control the level of displace and smothing of the map. There is not, as far as i´m concerní, fix values: They depend on the intensity of the displacement map and above that on the scale of the model. Non the less, there seems a consensus or formula that can be applied to most models: Scanline Strength: x (ej. 2) Decay: x/2 (ej. 1) VRay Amount: x (ej. 2) Shift: -x/2 (ej. -1) Mental Ray Displacement Length: x (ej. 2) Extrusion Strength: x (ej. 2) 10.- RENDERING: SCANLINE Apply the “displace” modifier on top of the “turbosmooth” Drag from the material editor to the “Map” button.. Setting the options of the “Displace” as shown on the image and render. VRAY In the “Render/Common/Assign Renderer/" menu, select VRay as rendering engine. Apply the "VRayDisplacementMod" modifier over the "Turbosmooth" Drag from the material editor to the “Texmap” the displacement map. Set the options of the "VRayDisplacementMod" as shown on the image and we render. MENTAL RAY In the "Render/Common/Assign Renderer/" menu select Mental ray as rendering engine. Set the "Render/Renderer/Shadows & Displacement/" menu as show on the image. Create a Standar material in the material editor. Open the “mental ray Connection/Extender shaders/” section of the recently created material and we drag the displacement map to the “Displacement” button In this menu, click the “Displacement” button and set the menu as shown on the image. In this menu, click the “Extrusion Map” and set the parameters “Coordinates/Blur” and “Output/RGB Offset” as shown on the image. Render. LINKOGRAPHY: To learn more... Documentation (English) Displacement Maps - ZBrushInfo http://www.zbrush.info/docs/index.php/Displacement_Maps ZBrush to 3ds Max - ZBrushInfo http://www.zbrush.info/docs/index.php/ZBrush_to_3ds_Max Displacement Exporter - ZBrushInfo http://www.zbrush.info/docs/index.p...cement_Exporter Other tutorials ZBrush Tutorial by SoK (Spanish) http://www.sok7.com/tutozb/tuto01.htm Displacement ZBrush to Max (Download Videotutorial) http://www.zbrushcentral.com/zbc/showthread.php?t=36980 Related links (English) ZBrushCentral - TutorialZBrush displacement maps in 3dsmax, mental ray http://www.pixolator.com/zbc/showthread.php?t=32020 ZBrushCentral - Displacement in ZBrush 3??? http://www.zbrushcentral.com/zbc/showthread.php?t=45452 ZBrushCentral - Max MR quick reference http://www.pixolator.com/zbc/showthread.php?t=49673 ZBrushCentral - How to use zbrush with 3ds max? http://www.pixolator.com/zbc/showthread.php?t=26326 ZBrushCentral - 3.1 Displacements Are Still Broke http://www.zbrushcentral.com/zbc/showthread.php?t=51810 WARNING: This tutorial does not pretend to set a standar procedure; it´s based only on my experience with the software and the recompilation of data from other tutorials. The author takes no responsability for any colateral effects caused from the reading of this tutorial, such as: so so renders, dizziness, erased date from the hard drive, neuralgia, tools saved as document, priapism, irritated groin or simple boredom. (TUTORIAL OPEN TO SUGGESTIONS & CORRECTIONS) Download PDF version Rapidshare (.pdf) http://rapidshare.com/files/6257847...ial_.pd f.html Megaupload (.zip) http://www.megaupload.com/?d=AGHOG5G7 Last edited by Doqpelgänger : 07-24-08 at 07:06 PM. |
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Reply Quote UserGallery ThreadGallery Post#2 |
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Member
Join Date: Apr 2006
Location: White Beach, Spain
Age: 99
Posts: 77
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oh man! most of images that i uploaded are disapear! more than hour lose with this... i give up... i will fix... later
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Reply Quote UserGallery ThreadGallery Post#3 |
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Super Moderator
Join Date: May 2001
Posts: 18,103
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I've fixed the image problem by linking to the images in your Spanish version.
I also think it's best to leave this as two separate threads -- one for each language. That will help make it easier for people to find what they need. But I've cross-linked them so that anyone who finds one version can easily get to the other. ![]() |
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Reply Quote UserGallery ThreadGallery Post#4 |
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Member
Join Date: Apr 2006
Location: White Beach, Spain
Age: 99
Posts: 77
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thanks aurick!! yeah, i agree about two separated threads/versions
Im going to upload the first image-title, thanx again. |
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Reply Quote UserGallery ThreadGallery Post#5 |
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Member
Join Date: Feb 2006
Location: BCN
Posts: 31
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Esto tiene muy buena pinta! Gracias, Doqpelgänger, por el tiempo que te habrá tomado.
El link a la versión spanish parece roto. Pero no pasa nada! Cuando hay interés, se aprende inglés .
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_____________ argh, I'm always late. |
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Reply Quote UserGallery ThreadGallery Post#6 |
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Member
Join Date: Apr 2006
Location: White Beach, Spain
Age: 99
Posts: 77
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Gracias Say again, ya esta arreglado el enlace.
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Reply Quote UserGallery ThreadGallery Post#7 |
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New Member
Join Date: Jan 2006
Location: Montevideo, Uruguay
Age: 24
Posts: 22
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buenisimo que lo pudieras revisar loco, yo ultimamente ocupado no le habia podido meter, genial lo tuyo
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Reply Quote UserGallery ThreadGallery Post#8 |
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New Member
Join Date: Oct 2007
Location: medan, sumatera utara, indonesia
Age: 28
Posts: 9
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Thank you very much for sharing this great tutorial
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Reply Quote UserGallery ThreadGallery Post#9 |
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Member
Join Date: Mar 2008
Posts: 92
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thx man this is very usefull. any one out there that has the time and knlolage to make a video with him telling as abit more using z-brush 3.1 and 3ds max 2008 or 2009 i would realy love that and so many other people. but still grate tutorial
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Reply Quote UserGallery ThreadGallery Post#10 |
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New Member
Join Date: Sep 2008
Posts: 1
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rapidshare link is wrong
please check zt |
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Reply Quote UserGallery ThreadGallery Post#11 |
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New Member
Join Date: Dec 2006
Posts: 1
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I just want to say thanks for writing this tut. It actually works for me.
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Reply Quote UserGallery ThreadGallery Post#12 | |
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Member
Join Date: Apr 2006
Location: White Beach, Spain
Age: 99
Posts: 77
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Quote:
http://rapidshare.com/files/2392556...ial_.zi p.html
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Reply Quote UserGallery ThreadGallery Post#13 |
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New Member
Join Date: Jun 2009
Location: Turkey-izmir
Age: 28
Posts: 1
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thanks for great tutorial very helpful for nebiews like me
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Reply Quote UserGallery ThreadGallery Post#14 |
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Senior Member
Join Date: May 2007
Location: nottingham u.k.
Age: 47
Posts: 282
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greaat tutorial nice to see all 3 renderers s well
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