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GoMax

I just tried this, and it’s not working at all… seems like there’s a missing component in the new installation file.

When I drag it into Max and install, that all works fine I get the little window and the folders appear to be setup correctly. When I hit the import button it simply sits there and says it’s awaiting the import while Zbrush does nothing.

It should also be noted that there’s no Go Max subpallete under tools. I don’t think any sort of script or plugin was transferred over to signal the export.

Using 3dsMax 9, GoMax 2.1, ZB3.5R3

Yes, indeed there is no sub-palette anymore. It has been integrated into the GoMax Settings window in 3dsMax.

Other than that, you are reporting 2 issues, right?
Once with the installer… now what makes you think there is something missing? Did you get an error message? If so, please post it or PM me.

Regarding the other problem of 3dsMax waiting for ZBrush… other people are having trouble too. It has something to do with admin rights, I’m sure pretty sure of that. What Windows version are you running?

hey I still have issues with normal maps and all , cannot use the mental ray material … well … maps are an issue … I think it may have something to do with paths … not sure … and the can’t create bump map error in the max script … I had an issue with diffuse , but if I assign a blank texture it works … sometimes the settings panel works sometimes it doesn’t …

Do you have GoMax 2.01? What OS are you running? and do you have admin rights?

gomax 2.01 , OS , windows server 2008 R2 ( windows 7 base ) and I have admin right , it’s my PC at home …

Could you please be a bit more specific? What does “not work” mean exactly? Did an error message pop up? If so could you post it?
What do you mean “you can’t sue the mental ray material”?

sorry about that , … well , I checked that but it’s solved … actually the main error I get is … the script stop … I get a message from the script saying " error not creatable:bump_3dmax " … the other errors actually stopped when assigning a blank texture

Is not working the link to download it? … :frowning:

so … the runtime error : not creatable : bump_3dmax … is there a fix or anything else ?

and thanx for this tool ^^ it’s great …

well it must be a path problem … when I run the script from the toolbar , it cannot open the settings panel , but if I choose to run the script form max … the panel opens again … and still that bump_3dmax thing … I’m using max 2011 x64 on server 2008 R2 x64 … I wonder , may it be a path problem because I have not installed max on my main partition but rather on my D: one ?

Hi Norman I have 2 issues to report 1 in each of the latest releases.

Like Arcanox, GoMan ver.2 works fine and dandy but when I tried to import from zbrush to max, the loading bar just repeats for infinity. I remember this happening in previous versions, and I fixed it by doing something in zbrush, I think I refreshed something. Can’t remember now.

Second issues came about when I updated. Now the plugin won’t even start correctly in max. Please see attach image for error message, thanks.

System:
3dsmax 2011
Windows 7

This is a fantastic tool btw, It’s amasing how much quickier I do things?!

Attachments

error.jpg

i get that one too when I try to open the settings panel … hooo and my gomax files and scripts go in my users profile …

Ok! Thanks for the feedback guys, I will hunt down the error tonight, I already have some theories!

If more people are getting this error, please let me know! PM me if you want.

Yes the problem appears when I hit the settings button.

I just reinstalled vers.2 and everything is working smoothly. I’ll update you if I figure out what the cuase of the, infinity loading, issue is…

Edit: No it’s not working properly as I oringally thought. I can now only import the top subtool, no matter what tool is selected.

well I can load the displacement and the matcap , but normal maps I get that error ( the bump_3dmax runtime error thing )… the diffuse get loaded if I assign a blank texture in zb … but fixing that normal map thing and the settings rollout would make it as good as it should be … and again , this is the first time I’m having trouble with gomax … great tool overall

I tell a lie it’s not working as expect. Only the top subtool will import, no matter what subtool is selected or visable.

Ok, After restarting both programs it’s seeminly working totally for me in ver.2. So scrap the above comment.

One important thing to note is that if you have any subtools with the same name, one of them will not import. I can see alot of people hitting this bump.

If you find the time and as a suggested feature it’d be cool to have a auto renamer option in the settings. And also for an option for 3dsmax’s naming to override and replace zbrushes, as it’s far easier to rename things with 3dsmax and we have the optopn of using renaming tool for muliple objects.

Thanks for listen.

CowboyBunny: Yes, always avoid to use objects and subtools with the same names, if you have 7 subtools named “Sphere” only the last in the Subtool list will be exported since GoMax will overwrite the file “Sphere.obj” every time. And even if we fix it the Zbrush export, you will be prompted in Max every time you import the file as the names will conflict again.

While there are workarounds for this on both sides, for our sanity and your own whenever you are to revisit your work, get your naming conventions in order. :wink:

Deathmetallist and you guys who have problems in 2011, disable to export normalmaps if you are to use Mental Ray, (it works fine in Standard and Directx). Reason is that Autodesk for some reason changed the MentalRay Shader “bump_max” to become a non-constructible map in 2011, why they did so I don’t know.

Also, I yet haven’t found out a good setup for how to implement a normal map with a flipped green axis into the bump-slot in Mental ray. If you want this normals in MR to work soon you can aid in making a setup that works well in MR and PM me how this should look and I will let maxscript set it up on every import :slight_smile:

Thanks for all bug reports people :+1:

2.0 is out !! rly great update, thank you guys.
Since version 2.01 i got a issue on export from 3dsmax -> Zbrush.
Maybe you can check this:

and wishlist*: Put all subtools to div 1 on export zbrush -> 3dsmax (like subtoolmaster).

Attachments

bug_export.JPG

hey björn i think they are about to change something because of this thread…check it out

Why you should NOT use 3ds Max’s normal-map bakes in games!

…someone from autodesk is reading it too and promised some changes…hope it helps…

Were you exporting a Ztool? or one of these PolySpheres or PolyCubes?
And about the feature request, sounds like a great idea!