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ZBrush model and maps don't look the same in 3ds Max

I’m trying to create a table for a game, and it looks great in ZBrush, but when I take it over to 3ds max to test the maps, it loses a lot of detail. How do I fix it?

It looks like this in ZBrush:

And like this in 3ds Max.

Am I not exporting the maps correctly? I’m using the Normal map and Texture map sections in the tool panel, since that seems to be the only way to get PNG files out of it.

Attachments

Table_zbrush.jpg

Table_max.jpg

Gonna need more info.

What do your textures look like?
What does your low poly look like?
How is that render in Max made? Is that viewport (which type) or a render?

Here are my maps:

And here’s the low poly of the table:
Table_wire.jpg

The ZBrush view was a screenshot, and the 3ds max screenshot was a render.

Well if you want your render to look the same as your preview mesh inside of Zbrush you have to set up lighting that would give a similar result and ensure your normal map is being read as one and you have the value set to 100 (default is 30).

My normal map was set up under the “normal bump” option, and was set at 100. That’s how I got the screenshot. I tried adding lights, but that didn’t really seem to help anything.

In ZBrush the lights won’t do much on a screengrab, you would need to render with the lights.