ZBrushCentral

GoMax

Thanks a lot fiddidilip!!

it works Great!

Regards
Manuel…

Hi Norman:

Ok here’s some findings related to how multiple elements are ignored in GoMax.

How I tested:

Traditonal export OBJ way from Max 2010 sp1 to ZB 3.5.3:

  1. In Max 2010 sp1 Created Sphere and a cylinder primitive that went right through center of sphere and stuck out the ends. Note that these are separate elements each converted to edit poly and not attached to each other.
  2. Exported both elements at the same time using Max’s GW OBJ used Zbrush preset.
  3. Imported Tool in ZB 3.5.3 (confirmed in Edit/Draw mode)
  4. Clicked on Move Button
  5. Drew Transpose Line
  6. Turned off symettrey using X hotkey
  7. CTRL clicked on center of sphere.
  8. Masking occurs correctly for each separate element

GoMax 1.8 to ZB 3.5.3

  1. Restarted Zbrush fresh
  2. in Max used same file as above
  3. Exported both elements at the same time using GoMax 1.8
  4. Default ZB sphere replaced with new Max element(s) (confirmed in Edit/Draw)
  5. Clicked on Move Button turned off Draw
  6. Drew Transpose Line
  7. Turned off symettrey using X hotkey
  8. CTRL clicked on center of sphere.
  9. Masking DOES NOT occur for each separate element

Note: also exporting the same max file/obj to Mudbox 2010 sp1 and the elements are still separate.

Thanks for your continued work on GoMax.

Hello!
What do you mean exactly with “Masking occurs correctly for each separate element”?

[go_max_th.jpg]go_max_New_dialog_example.jpg

Attachments

go_max_New_dialog.jpg

Gj!!!

Darksharp: This bug is very minor, you can fix it with auto groups, anyway, its fixed in the new version :slight_smile:

very nice work :+1:

I just wanted to say I think this scripts is awesome, great work.

I doubt theres a way but I figured I’d ask anyway… I was wondering if there was a way to have it preserve material ids. Maybe breaking the ids into different UV tiles and auto applying the ids based on that when you reimport it?

Does it work with 3ds max 2008 or not ??? :smiley:

sculptor: should work

Trevor: That would in turn destroy the uv shells. The best way is to use some other script in max to transfer your Material ID:s between two objects which should not be that hard to script. Check scriptspot,there is one like it already.

thanks so much , this gomax is awesome

just one question

how i can set the settings in gomax that anytime when i start zbrsuh to have turned ON only Fix Scale in gomax , i tray to store zbrush but this doesn’t work

[scale.jpg]

Thanks

and i m sorry for my English ,i hope my question make sense

haha…you guyz are simply wonderful…

We’ll work on this for the next version… for now you could open the GoMax.txt under ZStartup/Zplugs,
and change the 1 with 0 in those option you want to have turned off.

Can’t someone do this for Modo for the PC?

Ziggy

if i ever have the pleasure of meeting you guys i’m going to take you how for a meal and drink lol

:frowning: No material export.Crush ZBrush

Please give us more details. 3dsmax version? What exactly happened? What materials did you select in the settings window, and so on…

3ds Max: 2010,default option.
ZBrush default option.Material :MatCap Red Wax.
Model subdiv 1

works fine, but when including material and export to Max, ZBrush crushed.

sorry for my english

I find it very strange that zbrush crashed… is it possible that it’s not related to gomax at all? You sure you have your memory settings set properly?
Did the window simply disappear? No out of memory message of some kind?

Thanks For the help Norman ,

i have another question

i have this problem only when i do this :

i set the gomax settings:
Viewport - Standart Material
Render - Standart material

after zbrush export in 3ds max in standart material slots is empty , there no textures loaded

[[attach=186209]eroor.jpg[/attach]]eroor.jpg

Thanks so much