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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#1
Doqpelgänger
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Default qp Manual: From ZBrush to 3DsMax (English) Translated by Sinyendil

Translated by Sinyendil(thanks!) & some minor fixes and changes by me.

Translation open to suggestions.





1.jpg


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:
2.jpg

In Zbrush select the tool “PolyMesh3D” so that the submenu “Import” shows up in the menu “Tool”.
3.jpg

Import the mesh using this configuration.
4.jpg

2.- SCULPT AND/OR TEXTURIZE:

Subdivide the mesh as many times as necesary (Ctrl.+D) and we sculpt untill we fall on our asses.

3.- APPLY MAPPING COORDINATES:
Option A.- The mesh has mapping coordinates previously created in 3DsMax or any other software. Jump to step 4.

Option B.- Create mapping coordinates in Zbrush.
At this point is recomendable, if we have already finished our sculpting fase, to go to the level of subdivisión that we are going to export to 3DsMax and delete the lower levels.
Go to the lowest subdivision level.
Activate mapping coordenates clicking on “EnableUV” in the submenu “Tool/Texture”.
5.jpg

Apply “GUVTiles” or “AUVTiles” (I prefer the first one since the mosaic it generates is nicer to see )
6.jpg

(Optional)
Click on “Uv Check” [1] and up to the highest level of subdivision to check the the mapping does not have any “stiches” or blank spaces, in which case we repair clicking on “Fix Seams”[2].
7.jpg

("UV Check" creates and applys to the model a grey texture that we can deselect once we have done the checkin.)
8.jpg

4.- CREATE THE DISPLACEMENT MAP
Go to lowest level of subdivision.
In “Tool/Displacement” menu click on “Create DispMap” using the configuration shown on the image.
9.jpg

"DPRes" adjusts the resolution or size of map we are creating. 2048x2048 would be an acceptable size, though we can create maps of up to 4096x4096.


5.- EXPORTING THE DISPLACEMENT MAP USING “DISPLACEMENT EXPORTER 3”
Make sure that the displacement map generated is selected in the “Alpha” box.
10.jpg

And Open Displacement Exporter clicking on “DE Options” inside the “Alpha” menu
11.jpg


Set it as shown in the image. Manualy or introducing DE-LAGK-EAEAEA-D32 as Quickcode, export clicking on “Export Active Set”
12.jpg

6.- EXPORTING THE MODEL FROM ZBRUSH:
Go to the level of subdivisión we want to sent to 3DsMax. The level or density of the mesh depends a bit on eachs needs.
Non the less, it´s recomendable not to export a really low level, a few thousands of polys will.
13.jpg

Export the model by clicking on “Tool/Export” setting it as shown on the image:
14.jpg

7.- IMPORTING THE MODEL TO 3DSMAX:
In 3DsMax, import the model using “File/Import”.
The popup menu up should be configured as shown on the image.
15.jpg

Convert the model from “Editable Mesh” to “Editable Poly”
16.jpg

Apply a “Turbosmooth” modifier to the mesh.

The number of iterations will depend on the degree of accuracy to the original model that we pretend to obtain and of course the limitations of our machine.
Obviously, the ideal is that the mesh in 3DSMax has at least the same number of polygons that mesh in Zbrush.

A way to lighten the burden on 3DsMax -Only with the native displacement modifier of Max- is to set the highest level of subdivisión only for the render and set the iteration shown on the viewport at a lower level but that allow us to have and aproximate idea of the result.
17.jpg

8.- IMPORTING THE DISPLACEMENT MAP TO 3DSMAX:
Open the material editor and click on “Get material” button
18.jpg

Select “Bitmap” and open the displacement map created and saved on Zbrush.
19.jpg

9.- SUBDIVIDING THE MESH AND APPLYING THE DISPLACEMENT MAP:
Apply the “Turbosmooth” modifier and subdivide the mesh as many times we consider is necesary.
Pushing “7” we can see the number of polys the scene has.

The values “Srength”/Decay”(Scanline) "Amount"/"Shift"(VRay) "Displacement Length/Extrusion Strength"(Mental Ray)
This values control the level of displace and smothing of the map.
There is not, as far as i´m concerní, fix values: They depend on the intensity of the displacement map and above that on the scale of the model.
Non the less, there seems a consensus or formula that can be applied to most models:
Scanline
Strength: x (ej. 2)
Decay: x/2 (ej. 1)

VRay
Amount: x (ej. 2)
Shift: -x/2 (ej. -1)

Mental Ray
Displacement Length: x (ej. 2)
Extrusion Strength: x (ej. 2)

10.- RENDERING:


SCANLINE
Apply the “displace” modifier on top of the “turbosmooth”
20.jpg

Drag from the material editor to the “Map” button.. Setting the options of the “Displace” as shown on the image and render.
21.jpg

VRAY
In the “Render/Common/Assign Renderer/" menu, select VRay as rendering engine.

Apply the "VRayDisplacementMod" modifier over the "Turbosmooth"
22.jpg


Drag from the material editor to the “Texmap” the displacement map. Set the options of the "VRayDisplacementMod" as shown on the image and we render.
23.jpg


MENTAL RAY
In the "Render/Common/Assign Renderer/" menu select Mental ray as rendering engine.
24.jpg

Set the "Render/Renderer/Shadows & Displacement/" menu as show on the image.
25.jpg

Create a Standar material in the material editor. Open the “mental ray Connection/Extender shaders/” section of the recently created material and we drag the displacement map to the “Displacement” button
26.jpg

In this menu, click the “Displacement” button and set the menu as shown on the image.
27.jpg

In this menu, click the “Extrusion Map” and set the parameters “Coordinates/Blur” and “Output/RGB Offset” as shown on the image.
28.jpg

Render.
29
30.jpg
31.jpg
32.jpg

LINKOGRAPHY: To learn more...

Documentation (English)
Displacement Maps - ZBrushInfo
http://www.zbrush.info/docs/index.php/Displacement_Maps

ZBrush to 3ds Max - ZBrushInfo
http://www.zbrush.info/docs/index.php/ZBrush_to_3ds_Max

Displacement Exporter - ZBrushInfo
http://www.zbrush.info/docs/index.p...cement_Exporter

Other tutorials
ZBrush Tutorial by SoK (Spanish)
http://www.sok7.com/tutozb/tuto01.htm

Displacement ZBrush to Max (Download Videotutorial)
http://www.zbrushcentral.com/zbc/showthread.php?t=36980

Related links (English)
ZBrushCentral - TutorialZBrush displacement maps in 3dsmax, mental ray
http://www.pixolator.com/zbc/showthread.php?t=32020

ZBrushCentral - Displacement in ZBrush 3???
http://www.zbrushcentral.com/zbc/showthread.php?t=45452

ZBrushCentral - Max MR quick reference
http://www.pixolator.com/zbc/showthread.php?t=49673

ZBrushCentral - How to use zbrush with 3ds max?
http://www.pixolator.com/zbc/showthread.php?t=26326

ZBrushCentral - 3.1 Displacements Are Still Broke
http://www.zbrushcentral.com/zbc/showthread.php?t=51810


WARNING: This tutorial does not pretend to set a standar procedure; it´s based only on my experience with the software and the recompilation of data from other tutorials.
The author takes no responsability for any colateral effects caused from the reading of this tutorial, such as: so so renders, dizziness, erased date from the hard drive, neuralgia, tools saved as document, priapism, irritated groin or simple boredom.


(TUTORIAL OPEN TO SUGGESTIONS & CORRECTIONS)

Download PDF version
Rapidshare (.pdf)
http://rapidshare.com/files/6257847...ial_.pd f.html
Megaupload (.zip)
http://www.megaupload.com/?d=AGHOG5G7

Last edited by Doqpelgänger : 07-24-08 at 07:06 PM.
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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#2
Doqpelgänger
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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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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#3
aurick
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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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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#4
Doqpelgänger
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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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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#5
Say again
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Default Aprendiendo, que es geranio :)

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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Old 07-24-08 Reply     Quote     UserGallery     ThreadGallery     Post#6
Doqpelgänger
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Gracias Say again, ya esta arreglado el enlace.
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Old 07-30-08 Reply     Quote     UserGallery     ThreadGallery     Post#7
Sinyendil
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Default barbaro loco!

buenisimo que lo pudieras revisar loco, yo ultimamente ocupado no le habia podido meter, genial lo tuyo
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Old 08-03-08 Reply     Quote     UserGallery     ThreadGallery     Post#8
surono
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Thank you very much for sharing this great tutorial
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Old 08-11-08 Reply     Quote     UserGallery     ThreadGallery     Post#9
Freak
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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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Old 11-21-08 Reply     Quote     UserGallery     ThreadGallery     Post#10
maxy1313
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Default l

rapidshare link is wrong
please check zt
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Old 01-29-09 Reply     Quote     UserGallery     ThreadGallery     Post#11
mrbright
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I just want to say thanks for writing this tut. It actually works for me.
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Old 05-31-09 Reply     Quote     UserGallery     ThreadGallery     Post#12
Doqpelgänger
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Quote:
Originally Posted by maxy1313
rapidshare link is wrong
please check zt
I cant edit the first post. The rapidshare link fixed:
http://rapidshare.com/files/2392556...ial_.zi p.html
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Old 06-07-09 Reply     Quote     UserGallery     ThreadGallery     Post#13
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Default ..

thanks for great tutorial very helpful for nebiews like me
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Old 08-24-09 Reply     Quote     UserGallery     ThreadGallery     Post#14
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greaat tutorial nice to see all 3 renderers s well
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