ZBrushCentral

GoMax

Fabulous Norman you’re un ScriptextremMaster :+1:small_orange_diamond:+1:small_orange_diamond:+1: Thanks a lot

At first the v1.9 was working very well, then started to get few problems:

  • when it works, Zb to Max, zbrush minimize (no big deal)

  • when it doesnt work… well, nothing happens. Max to Zb, It kind of start the proccess in the max side, but when it comes in Zb I get some light blue screens and then nothing gets imported. And its totally random, sometimes happen sometime it doesnt.

  • also, zbrush crash if the model has layers and I tried few times. doesnt it work with layers then?

3ds Max 2009 64, Zbrush 3.5 R3, Windows Vista 64

other than that works great.

PS: Still using v1.7 at home

Will look into this, I’ll get back to you later!

Thanks! But it would have been impossible without Björn! Don’t forget to thank him too :wink:

What the…?? Light blue screens? Seriously? O_O

To be honest I have no idea, I will check this too!

Sorry Norman you’re right, big thx to Mr Björn too :+1:small_orange_diamond:+1:small_orange_diamond:+1:

first of all, amazing job. i’ve done a bunch of tests on simple objects at home and it seems to be working great.

at work, i’m having the same issue with each release. my manual obj exports from max into zbrush work perfectly, but GoMax gives me this:
mesh_explode.jpg

does it not use my saved settings in the obj exporter?

What 3dsMax version do you have?

max 2009 64 bit

And what version of ZBrush do you have? 3.5 R3, right? It’s quite strange that the mesh is exploding if it’s Zbrush 3.5 R3, since it should detect a new point order (in case the vertex got messed up), and import it properly.

looks like double verts, (each face has it’s own verts), i would try playing with your export settings in max
i’ve seen some weird stuff like this before back when i used wings3d

yes, i’m using r3.

hmm, i might have some insight…i did a quick test exporting this same mesh manually twice, both times with max’s gw:OBJ exporter. once with “relative numbers” checked and once with it unchecked (how i always export). the relative numbers mesh was exploded in zbrush. i never have this option enabled in my export settings, but am i correct in assuming that goMax is enabling it somehow upon export?

PSTCHOART:

Standardmaterial is empty in this release. I mainly put it in so you could get a material that would not be needing mental ray, and not be slow for polyediting as a directx9-material does.

I will make a complete setup for the standardmaterial in the next version.

MattSilverstein: Only in maxscript 2010 can we set the export settings, however it SHOULD use the last settings put into gwExporter so your last successful manual transfer (import and export) will determine which settings you will get.

I nearly forgot about this issue in earlier versions, I will put in a option to have the dialog open when exporting and importing so you can set the settings yourself. You should then only need to do this once and can then turn off exporting with dialogs.

Thanks guys, keep the reports coming. Have anyone had any problems with the install by the way? This was one of the major bugs in the last one for people without complete rights to change files in their computers, so we would like to know if its fixed.

Looks to me not to take the fate GoMax, ZBrush crushed when trying to export materiala.Option Mem optimal. ZBrush and 3ds Max default option.Error: zbrush executable has stopped working.:frowning:

Regarding the layers problem, I also had it, but it’s not cause of gomax but cause of zbrush. If you change the topology of a subtool with layers and try to import it to zbrush (either with gomax or using the traditional way), there’s a chance than zbrush will crash. The more layers you have, the more chances it will have to crash, as far as I tested this.

Thank you so much for this tool its awesome and I am sure we all appreciate all your time and hard work you have put into it. Keep up the good work. once again thank you.

Thanks so much Björn

Norman3D again cant tell you how much I love this tool. Saving me a ton of time. One feature request or maybe its all ready possible.

In Zbrush in the GoMax panel currently all 5 buttons are checked. I would prefer to have only the diffuse activated. Ideally it would nice if I could save Diffuse activated only in my ZB config, so that I dont have to uncheck all the others every time I open ZB.

Yep, already requested. Will be in for the next release :wink:

Norman! Bjorn! Thx guys.

This version is working perfect! Love all the new features.
I had a problem with v1.8 and could not use it at all.
I was waiting for this update. Thx again.:smiley:

(I’m using Win7 64bit / 3ds Max 2009 64bit / ZBrush 3.5 R3)

Thank you for this great tool !! save me alot of time.

Version 1.9: I have just problems with the material. The standart Material get no normal map included.

crude: Its not a bug that the material isn’t set up, the standard material was just a feature that didn’t get a full treatment during the making of GoMax 1.9, I was lazy and just made sure you could get a standardmaterial at all and didn’t set it up properly.

So to redeem myself, I thought I’ll post the function now so if you are handy you can replace these lines in GoMaxSettingsExport.ms and get this “feature” before the next version.

	fn STDmaterialsetup i the_MatCap_file the_DiffuseMap_file the_NormalMap_file the_DispMap_file= --Standard material setup -- very simple so far...
		(
			the_material = standardmaterial name: ((getFilenameFile i) + "_STDMaterial")
			return the_material
		)

with:


	fn STDmaterialsetup i the_MatCap_file the_DiffuseMap_file the_NormalMap_file the_DispMap_file= --Standard material setup -- Matcap not included yet, any suggestions on to how to do this in scanline? :)
		(
			the_material = standardmaterial name: ((getFilenameFile i) + "_STDMaterial")

				if doesFileExist the_DiffuseMap_file  do the_material.DiffuseMap = BitmapTexture filename: the_DiffuseMap_file
				if doesfileexist  the_NormalMap_file do
					(
					the_material.BumpMap = Normal_Bump flipgreen:true
					the_material.BumpMap.normal_map = BitmapTexture filename: the_NormalMap_file
					)
				if doesfileexist the_DispMap_file do	
					(
					the_material.DisplacementMap = BitmapTexture filename: the_DispMap_file
					the_material.displacementMapEnable = off
					)
			return the_material
		)

And it should work, will be in place in the next release also.

By the way, if anyone have a good idea for rendering a matcap sphere into the standardmaterial (or similar) using scanline, please post a solution here or in a message.

Thanks

Bjorn