I think it was fine before 2.0. 1.9 did not have this naming issue. I hope it get fixed.
By the way THX Norman as always!
I think it was fine before 2.0. 1.9 did not have this naming issue. I hope it get fixed.
By the way THX Norman as always!
Yep, indeed. There was no subtool functionality implemented before. Because of the way the zscript has to handle the objs and subtools. The subtool names need to match. The whole 3dsMax -> Zbrush script was rewritten for v2.0
I have been using it for just a few, and I really like it. Great job on GoMax!
Wow I have try the v2.0! It’s amazing
I have only one question
When I try to export my sculpt from zbrush in interation 6 > 3dsmax 2009,
I have my high poly model in 3dsmax ( 3millions poly ). There is a way to export the level 1 with the displacement map?
Thank you very much
2 BIG thumbs up
you guys just saved me years of work maybe
no kiddin’
again , if they deliver like they did … can’t wait for the next version … it’s made by a handful of people … but it’s stuff that’s needed , useful and it’s actually … fairly easy to use … you could swear there’s the pixologic spirit behing … that’s a great community … people who care about artist’s needs and not about trends …
Yes, simply export the subdivision level you want and make sure you have Displacement select in the GoMax settings window
Ok guys!
I released version 2.1!
It has a couple of fixes like the mental ray displacement values and I added a few new things, like the option to export the first subdivision and import into the first subdivision. There is now an option to disable auto-update in the gomax options window as well.
Also, the GoMax window will now remember its position after closing.
In order to update either download and install GoMax from my signature, or simply run 3dsMax and let the auto-updater do its job
mental ray values are now correct … works like a charm !
thanks for update. i love the auto updating
truly amazing script !
thank you.
are there any manuals or install notes on how to keep the script accessible in max or zbrush ?
i seem to lose it every time i restart max or zb
cheers and keep up the good work
I think this is what you mean so here goes:
You can keep the script in 3ds Max this way:
Customize > Customize User Interface
Go to Toolbars and find Norman3D in Category. Norman3D has GoMax in it so pull it to the quick access toolbar or wherever else you want to.
Hope this helped
thank you spiritkeeper!
that helped indeed.
regards,kurt
So far I have tested this in 2010 and 2011 (both 64bit) and it works perfectly for transfering objects and maps back and forth, but so far I had total failure with the displacements actually working - not sure if it is on my end or the scripts. Displacement still eludes me:/.
as long as you use mental ray , the setting and material are there … provided you set the import option to mental ray for render and tick the displacement dialog box … just hit render with mental ray as render engine … and there you go … all set !
hmm - my model either explodes upon render or looks like the disp map is doing very little - must be something I am doing wrong when I make the map.
Maybe try flipping the U or V axis of your UVMapping. I somehow remember that this was necessary in ZBrush 3.1 when exporting to 3dsmax.
All the flipping and stuff is already done automatically, the only thing I can think of, is that your UVs are a mess
You need to have proper UVs if you want decent displacement.
Norman3D please also consider multi displacement plugin that not available in zbrush3.5. i am not able to transfer that charecter that has multiple UV tiles
hi all,
I’ve some issue, and I try to explain you with a screenshot.
I’m using 3dsmax 2011 and zbrush 3.5r3, but It occurred also with 3dsmax 2010. In few word, when I sculpt an object with pinch tools, to get an hard edge, with mentalray I get a result very different from zbrush.
let me show you:
[]
I hope someone can help me, I don’t understand where is the problem!