ZBrushCentral

Extract .zmt (matcaps)

Hey guys,
Got a quick question, im using a DirectX shader inside 3DS Max called Matballz. What it does is that you choose an image (square) of a spherical mapped reflection map. And that map is used to fake reflections. Its usefull for modelling because its more visual than the usual default shader.

Here’s another example, its a video of Auxpecker a plugin for Rhino that basically do the same thing than Matballz for 3DS Max

http://www.youtube.com/watch?v=nh8a7vymAAg

I want to know if its possible to extract the .zmt files and extract an image file from it. Im sure Zbrush mats contain an image file, since its the only method to shade objects in real time (its exactly like a cubemap but spherical not latitude longitude)

I want to try some Zbrush mats for modelling in 3DS Max

Another thing that would work is open Zbrush, create a sphere, assign material, screenshot, crop the screenshot, open this with Matballz DirectX shader.

You would have the same material between Zbrush and Max, minus the cavity mapping and other post effects. :smiley: