ZBrushCentral

almost sure 3dmax and zbrush are not compatible

if you model in max, then sculpt in zbrush something like an eyetooth, then you can´t export a nice displacement map to work in max. I say that cause i´ve tried everything.
I´d like to know if anybody could tell me i´m wrong…
Hope zbrush 2.5 can solve this problem with max

Don’t you think a lot more people than you would be complaining if this is the case? :smiley:

I use max and zbrush all the time and it works just fine. btw what is an eyetooth?

Since the quality of your displacement is based off a texture and therefore is based off of UVs. The quality of your UV layout and the size of your texture play huge roles in getting a good displacement result in max or any other program that you would use.

what if you model a sphere in max an then try to make a big horn in zbrush; your displacement map won´t do it. Listen -E-, i´ve tried everything and it only work if you don´t modify to much your original model, i´m talking about scupting only cause i don´t move any vertex. Or if you model directly from zbrush

If you change your geometries shape whatsoever (by this I mean move a single vertex away from the model), which is impossible to not do if you are sculpting then you are changing your meshes base shape and are going to have to export that new shape as an obj to max to apply your displacement map to. Displacement can only go straight out, and can’t bend and change shape. Which is why a lot of people use the save morph target function in zbrush to save their models initial shape so it doesn’t get destroyed in sclupintg.

But if you are changing the base shape a ton then there is no way to get a round it you would want to use the lowest sub D level for your new base shape to apply the displacement map to.

The problem lies not in the software but rather your understanding of what these maps do.

Displacement maps can ONLY move pixels or points in a single direction: along the surface normal. They CANNOT create overhangs or curved projections. So you could use a displacement map to create a nub-like horn that juts straight out from the forehead, but not to create a horn that curves outward.

You will always get the best results with displacement maps if your base mesh topology is very similar to the displaced shape. The more radically you try to change the shape of the mesh with displacement maps, the more likely it is that you’ll run into the limitations of this technology.

Thanks -E- and Audrick.
i’ve tried to do the same model in max and then in z, when i model with zspheres, everything goes ok. But when a model in max and then export an obj to z and store a morph target, then it doesn’t work. Tha’s why i say they are not compatible, it’s a test with the same kind of displacement, so i don’t think it’s about the displacement map.
I nedd to do that cause have to model for rigging.

Finally i just would like anyone show me it can be done

Could you describe your workflow in more detail?

It's not about the displacement map, just like you said, its about the shape of the base model you are applying the displacement map to. Basically the point that Aurick and myself are making is that in order to get correct displacement results from a displacement map you need the object that you are applying the displacement map to, to be almost identical in general size and shape to the high rez mesh. A displacement map does not morph, bend, twist, or rotate your base geometry. all it does is move geometry in and out along the normal. So if you have a sphere in max and you export it to zbrush and then you sub divide the mesh a few times and make a curved horn out of the sphere, you then have to go back to sub d level one in zbrush and export that base shape out of zbrush and back to max. The reason for this is because that base shape has changed dramatically and is no longer a sphere it’s a curved horn and will now be able to handle your displacement map much better.

As I have stated before I go from max to zbrush back and forth and use displacement maps all the time and get very good results.

Here is a link to my latest work, base model in max, then to zbrush to sculpt and create a displacement map and then I had to export the base model back out of zbrush to max. I then used that new model as a morph target in max on top of my base model that was already skinned and rigged.

If I had not added the new sub d level one model from zbrush as a morph target in max on my original base model then of course the end result would have looked totally different because the original base mesh looks nothing like this guy.

http://www.ericblondin.com/images/3d-4_1.jpg

Below I made a quick doc that illustrates our point.

Attachments

displacement_workflow.jpg

Thanks again -E-. I think i’ve done everything you said
ok, this is a test to explain why i say what i say:

this is what i did in max, model - unwrap - export obj

1.jpg

after watching your work i realize you’ve solved my problem, so i’d like you to tell me what is that i’m doing wrong

Attachments

2.jpg

3.jpg

I can’t speak for final render.

And I also don’t load my displacement as a material.

I load it as a modifier; here are my settings

www.ericblondin.com/zbrush/forum/displace_setting.jpg

(obviously you don’t need the skin or the morpher, just turbosmooth below the displace modifier)

I think if you would have done some searching through this forum you would have found this.

I don’t use Max, but your render looks like a clipping plane issue in most renderers. It looks like you have gone outside the expected radious of the object and the app has clipped it.

Now Aurick’s statement about normals is almost correct. This doesn’t help you, but so it is clear, you can bend normals and the displacement to follow, it just takes a lot more understanding, done this for years under any Renderman compliant API. And no Max can’t handle that directly, at least not from anything I’ve ever seen. :wink:

this is what i get using scanline, no material and your settings

4.jpg

so, i still would like to know what render engine you use

i think maybe my problen is about the morph target. i understand you use that to store your original mesh, but how could that help you if you are not going to use that original max mesh again, cause you said, you export your new sub d level to max

thanks again, it’s just that i don’t wanna stop till i find what is wrong here

finally i’d like you to know that i’ve tried with mental ray, vray, finalrender, scanline, with disp mod, disp material, vray disp mod and many guides i’ve found.

I use mental ray and scaline. Both get same results if you are using the displace modifier.

When working with displacement maps, I never use the store morph target function in zbrush to save my imported mesh state because that state always changes and to get good displacement results you want the lowest sub d level of your high rez mesh to export to max. How are you generating your displacement map in zbrush? If you are just making one displacement map for your model. The Displacement Exporter Plug-in works like a charm You can download the displacement exporter here [http://www.pixologic.com/zbrush/dow...load-center.php](http://www.pixologic.com/zbrush/download-center/download-center.php) After you install that. You can create your displacement map the old fashioned way, by just going to tool - displacement I turn on adaptive and smooth uv and set the map size to 4096. When it’s done creating your displacement map it will be thrown into the alpha menu. The displacement exporter (after installed) is found in the alpha menu. The plug-in lets you tweak the intensity and a lot of other things on the map before you export it. once you export it as a .tif, take that .tif straight into max do not open it or adjust it in photoshop or any other app.

Please post a picture of your lowest sub d level in zbrush, and a picture of the mesh that you are applying the displacement map to in max before turbo smooth.

ok here´s all the information you need:

this is the model made in z

z model.jpg

thanks -E- for helping me solve this problem

Attachments

md2.jpg

imp zbrush.jpg

renderin max.jpg

can you post a shot of your lowest sub d level in zbrush and also how many polys is the highest level in zbrush and what is the final polygon count in max when you hit render?

this is the lowest sub d level in z
LOWEST Z.jpg

I think you generate your displacement map in a different way, you install the md2 plugin but you don´t use it
I wanna know if my exportation is ok, it works ver well with the z spheres

thanks for supporting -E-

Attachments

HIGHEST Z.jpg

MAX FACES.jpg

Okay so right off the bat I see that your polygon count in Max is WAAAAAAAAAAAY too low, You polygon counts in max HAVE to match your polygon count in zbrush otherwise there is no way to reach the same complexity of displacement.

Your quad count in zbrush is 600,000 polys which is really 1.2 million tris (if you count in tris like MAX does)

your rendered polygon count in max is only 300,000 tris, it needs to read 1,200,000 million

so try upping the render iterations on your object a few more times and see what happens.

you may need to play with your strength on your displace modifier as well. I generally stay between 1 and 1.5 but that doesnt work for everyone.

Also I never said I used md2

is this what we need
12.jpg

What do you think about the method i use to generate the displacement map?

Attachments

RENDER12.jpg


  • To create and export a displacement map In zbrush
  • [list]
  • Create/import a mesh that has multiple sub d levels sclupt as much as you want.
  • Go to the lowest sub d level
  • Under tool – displacement set the map rez to 4096
  • Turn on adaptive
  • turn on smooth uv
  • Hit Create DispMap
  • After it is done creating the map it will throw it into the alpha slot, but it wont select it
  • select your new alpha
  • Under alpha, DE Options, D16 button Quick Code enter DE-FDEK-EACADA-D16
  • You want to create a 1 channel, 16 bit, vertical flip yes, scale- auto+ADF, smooth –no, seamless –no, ch 1 range – full range ch1 res – full
  • Then export active set as a .tif to wherever you want on your computer

  • you may need to change some of these settings to get optimal results.

  • [/list]

    again the same

    D16.jpg

    i really don´t know what is going on, cause i´ve been following every single step and nothing; at least you can understand why i said they weren´t compatible

    Anyway, thanks for sharing your secrets.
    Got to continue trying cause there has to be a way to do it

    send me your .ztl file please no textures or alphas just the .ztl

    you can email it to [email protected]