Guys… If you have another subtool selected when hitting “to zbrush” you will obviously overwrite it!! Just select simple brush before importing a new mesh from 3dsmax. This has nothing to do with the script, this is simply how ztools work.
Materials:
Since we now support mulitple materials the material editor is no longer used to display materials. The material is stored in each object instead, and the rendermaterial-part (bottom of the directxmaterial) contains the MentalRay material.
In the next version I promise that the latest generated material will pop up in slot 24 and 23 as before. However, as you import new objects, this one will be overwritten and can only be accessed as above.
Again: Mental ray material is only generated when you have mental ray renderer active and have Max 2009 or better.
Also regarding this: I work in the games industry, and I do not use mental ray. If someone could share what is a good setting for this a MR displacement-material and send it, I can generate something better.
Max 8 and earlier:
Try it, it could work but we have no test rig for it. There might be unsupported Maxscript-commands though, Max 9 was had a few nice updates in Maxscript if I remeber correctly. It could work, however we can not guarantee it.
Working with subtools:
The script replaces your currently active tool, if its a subtool that is what is replaced. If you’re adding a new object, append a new polymesh3d to your subtools before exporting from max.
thanks Albihn!
I see it now! So it works perfect for me. I tried in the studio’s computer and it works too. here we have Win 7 x 64 and max 2010 x64. So its working in both my computers now, now bugs, no crashes! just great!
thank you guys!
Hello
Dunno how but today everything its working… 1 Little question tho… could you make maybe a little option which would assign standard gray material to the model in max every time I import it? Bit annoying to do it all the time, specially when I’m using different render engines… model pop up black. U could put also diffuse map and normal map in diff/bump slot just so its there…
Thanx and cya
Just wanted to say thank you (again) for this fantastic piece of software.
I really like how it helps me “keep the flow” when switching between ZB and Max.
Thank you for this script. Not working for me.
From Z to Max I get:
A window “Really Cancel? Yes No” (I click no)
Then a loading bar at the bottom cycles next to text that reads “Trying to import from Zbrush” I have to then force quit max.
from Max to Z (trying to export a simple cube editable Poly)
Nothing happens within Zbrush.
I run 64bit Vista 12 GB ram. Zbrush 3.5r3 and 3dsMax2010
I am new to 3ds Max workflow so if there any bisic rule in terms of what types of objects are allowed in the GoMax workflow we might also start there.
Thank you.
Thats the same thing I got, prolly the script didnt install the necessary files. Check the folders Zbrush/Zstartup/Zplugs and Max/Script. Im pretty sure you not gonna find anything. I would say to just use the v1.7 for now
Thanks for the reply.
Checked the Zplugs folder and I do have a GoMax folder with Subdirectories.
I got the folders too, but not the files, which are the important stuff
1 - Is there any file in the folders?
2 - any GoMax folder in Max/script folder?
I also had that issue. Try to Alt+Tab when importing in Max from ZB, you might have a window in ZB saying something about material in a different channel. If so, just answer and Max should import correctly.
I might be overlooking something, but I cannot figure out how to make the materials work. Well, I pick material from the object, go to the very bottom of directX shader and copy the mental ray material onto another slot. Then I reapply it to the model. When rendered (in mental ray) everything seems to be just perfect (although I reduced the displacement quite a bit) but the model does not have self-shadows. It casts shadows on the other objects but not onto itself. Seems to be completely ambient. Am I doing something wrong?
Or should I just copy the bitmaps that have been created onto a brand new material and go from there?
Thank you
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The folders if you find them in Zbrush/Zstartup/Zplugs/GoMax are supposed to be empty after install, they are the places where the output is stored. If you have folders there its successful but they dont contain anything until a successful export from zbrush.
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The script is NOT in max/scripts, its in your userscripts folder which is more in users/<USER>/appdata on your computer.
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The loading bar in max does not represent actual loading, its just to inform you that wax is awaiting the file from Zbrush and to provide a way to cancel (press button or ESC key). Check in Zbrush if everything export was successfully done.
Finally, if you can’t install (which probably have to do with your windows user settings) and can’t figure out how to do a manual Install , i’d say use 1.7 for now.
3depix: That is because it’s using your matcap for lighting. You can modify the materials diffuse part to remove the matcap (second part of the composite map) and just have a diffuse, then the lighting should be turned on again.
Thanks for the reply. I removed mat cap map but still no shadows. Looks like the material has self-illumination turned on to the max but can’t figure out where
Ok I did find a workarownd. All materials (not bitmaps) have to be copied from mental ray material onto the appropriate slots in any other 9e.g. Standard) material. Works perfectly.
Here are two images. First one is done with the workarownd I have just mentioned and the second one is how it used to be with mental ray material applied
P.S. It would be actually super helpful if someone would create a tutorial that explains a step by step workflow: taking a model from max to ZBrush, sculpting and polypainting (something basic) and than taking it back to 3ds max where all texture tweaking happens.
Also I have another couple of questions:
- Do I have to unwrap UVs and create Normal, Diffuse and Displacement textures in ZBrush before importing it to 3ds max or GoMax does it automatically? (I created this dinosaur model a while ago and had it saved as a Ztool, not a model created and imported to ZBrush from Max with GoMax from scratch).
- When taking the model back to Max i switch to the lowest division. Are the deformations I applyed to the model in ZBrush stored in displacement map as it used to be with Zmapper?
Attachments
Great tool!
but
I run 3dsmax 2009 32b and zbrush as admin.
Windows7 64b, UAC off
Import subtool in max looks ok, even if 3dsmax changes to window mode :confused:
but when I want go back in zbrush, 3dsmax freezing and opens the maxscript editor with this line underlined
[[attach=184518]zbrushbug.JPG[/attach]]
I’ve done the “manual install” but nothing changes
So I stay on Gomax 1.3 who works well
Is there a way to grab somewhere gomax 1.5 or 1.7?
Thanks a lot for this great tools
If you are talking about the directx material then no, it does not support realtime shadows. The creator of the material is aware of it, but it’s not a high priority.
Regarding worklow, it really is pretty straightforward. If your model has no UVs GUV tiles will be applied. If your model does have uvs, but they are screwed, then you’ll not get hood results.
I still get the message “Trying to import from Zbrush” intermittently.
So I tried some trouble shooting.
So GoMax works if I do the following. Create a primitive in ZBrush. Convert it to a Polymesh3d. Apply a color and then paint RGB on the model. I then use GoMax and it imports into 3dsmax with texture map.
If I then take that exact zbrush model and add geometery then try to export I get the “Trying to import…” error message.
Would anybody recommend going back to 1.7? Is this a more stable build?
Thanks again for the everyone’s help and a special thanks to the author of the script. If I can get this to work it will be a dream come true.
Zoffty: that’s the same problem I was having. =O
same problem as zoffty here, as well.