ZBrushCentral

What's the new workflow for displacements and Max...?

Okay, what is the new workflow with displacement mapping and exporting to 3ds Max? I’ve waited until this new patch and now am trying simple displacements in ZBrush and tried importing to Max with no success.
Is the old ZB2 workflow still valid, is it something new?

Thanks!

well its the same issue for maya
alpha gain and alpha offset are WAY off!!!
Glad to see it wasnt my maya skills and max is having a issue also;)

well first off I will go on record as to say I am no max expert but I do know enought to be dangerous.

So heres the quick code I used
DE-LAGK-EAEAEA-D32

heres my original

weird lizard thing
[ZBrushsculpt.jpg]render.jpg

Attachments

setup.jpg

It would be fantastic if the fine folks at Pixologic could provide a detailed step-by-step process of exporting displacements from ZB3 to both Max and Maya… with all the “official” settings, so we can avoid days and days of trial and error. :slight_smile:

Assuming the steps are not exactly the same as described for ZB2.

Thats probally the funniest thing I ever heard

Trust me there will be days and days of trial and error;)

Sorry for being a dolt but what the heck is your quick code supposed to mean to me???

I am sure the steps are not the same as for ZB2 because my workflow has changed dramatically from ZB2. I use Poser and Max…nothing is the same. Don’t get me wrong forum leaders and/or Pixologic…your program is tits baby!!!

But you really need to provide some help going to major industry leading programs (Max)…we all aren’t modeling from zSpheres! (at least me) I can understand your not providing a detailed map for Poser as everyone thinks of Poser as a red headed stepchild that is best seen and not heard from…I’ll figure that out for myself (I am not a complete idiot) but we all really need some steps for displacements, normals and mapping that will export to Max.

This is not a rant but really a plea for some good solid help that will create a bridge.

Regards,
DarkEdge

That’s a shame, if it turns out to be true.

I do agree that there will always be some degree of tweaking necessary on a per user basis to get things looking just right, but it seems to me that the fine folks who built the exporter would have a bit more understanding of the numbers necessary to get as optimal results as possible.

Or maybe I’m crazy.

If it doesn’t happen, then I’m sure some genius 3D person will eventually crack that nut and be kind enough to share.

In any case, it’s nice to have the exporter. :slight_smile:

Quick codes are used in the displacement exporter to bridge the program.
It allows you to set scale factors, color settings, bit depths and more from the displacement and normal maps.

You type them in as a preset.

Thats so funny about what you said about poser. I guess us 3d people have always seen poser for what is it called. Its nothing that poser did but there are plenty of people that abuse it to no ends, and think themselves a god for putting bunny slippers on a pre-made model. And rendering it out. I guess thats why its the step child;)

We got through this issue before together as a community we will be getting through it as a community again. The collective gene pool on this forum, as far as experts far outway what pixologic has. Its always been this way, they make the program we figure out a best way to utilize it.

Jason, i know you’re busy with this, but i have a question for you, i’m on skype and will be all night.

Oh and as long as they’re not real bunny slippers its okay. :stuck_out_tongue:

Thanks for the code, I’ll try that!

It is unfortunate what some Poser folks do and I can certainly understand the artist’s mentality towards those folks.

Just a side question has anyone gotten the training DVD’s from Gnomon about character modeling in Max and ZBrush. They have several with those 2 programs in regards to textures, etc…but I’m looking at the ones about modeling because hopefully it will have an accurate workflow. bUt the big bummer would be that workflow is for ZB2.

Jason (or someone else who knows),

I’ve just finished up with an insanely high poly thing and want to try the exporter code. You said that it was for displacement and normal maps, right?

So how/where do I plug in the code? I’ve looked under displacement and normal but don’t see it???
Also, I take it I would be exporting the displacement and the normal at my highest geometry (???).
And…(lol!) I should apply uv’s to this as well…but I haven’t yet…am I screwed? GUV tiles is it? No biggie if I am screwed just an exercise.

Thanks so much for your time.

Attachments

0001.JPG

dark I made a new video series and posted it earlier it will show you complete breakdown of the process.
heres the section that deals with displacement and normal maps
username: pixologic
password: members
http://www.houseoftutorials.net/membersonly/lesson11_ZbrushC_32Displace_2.wmv

btw dark you need UVs;)

Personally i hate AUV and GUV I prefer to unwrap my models.
There is another video on my site lesson 5 I believe that shows you a fast way in blender.
And blender is free

o shoot this is a MAX thread o well just use the MAX code instead of the one in the video after that your sorta on your own in MAX
Been meaning to make a vray Tutorial but been a tad busy;)

Thanks Jason, bringing it up now.

Just an FYI I signed on to your tutorials and am thankful for them. I can tell you are a Maya guy but I’m Max/ZBrush/Poser over here…so anything you can do to bridge the gap from ZBrush to Max would be cool…like you have nothing else going on, right? lol!

Anyways, thanks.

Hi guys, I wrote this yesterday. Might help some of you out:
http://www.zbrushcentral.com/zbc/showthread.php?p=383821#post383821

Jason,

I’m following your tut’s in regards to zbrush displacements…so far so good. A lot of info here…damn! I’ve baked my textures to the model, okay? And when I go to the displacment for 32 bit I am not seeing R32 and normal 32 on the displacement exporter 3 (???).
Am I doing something wrong?

Regards

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0001.JPG

The name r32 isnt really important. you can have the name pickle or bob;)
whats important is the code and the settings.

Looks really good so far.
The baking helps Alot.

Im cooking a few maps right now :wink:
gives me time to post on the forums while i wait.

I am so damn close to this low poly model (33,000) looking like a high poly model (523,000)…I can almost taste it.

Dark if your using max make sure u use this q code
DE-LAGK-EAEAEA-D32
I think you had Mayas q code in there