ZBrushCentral

GoMax

Yes, I believe this is happening because how Zbrush creates the displacement map, it is not really projecting anything. It’s somehow calculating the difference between subdivisions, which is not quite the same. In order to get proper results you will have to bring your highres and lowres mesh over to 3dsMax and use the Render to Texture feature.

Keep in mind that GoMax main purpose is to make life easier in the modelling / texturing / UV phase. It’s not really meant for proper displacement or proper normalmap generation.

Hey Norman! Just like to thank you for this amazing script. It helps me so much with my finals steps of process.
Check it out the result i got using your GOMAX, with a 3rd subdv level model ( about 60k polys ).
http://www.zbrushcentral.com/showthread.php?t=87656

Thx again

Oh! Since multi displacement plugin is not available for zbrush 3.5r3, I’m not sure how I could implement this. Does anyone know a workaround for this?

Oh! Thats awesome! It’s always great to hear that people use the script :slight_smile:

What do you mean exactly?

Is there some sort of trick to getting UV’s to transfer?

This is what I was trying to do:

  1. Take my subtool with multiple subdivisions and an improper UVmaps
  2. Export lowest Sub-D into 3dsmax
  3. Apply unwrap UV, unwrap as usual
  4. Collapse back into editable poly
  5. Export the edited object back into Zbrush
  6. Screen flickers (assuming that the import worked)
  7. Try to generate a new texture map from polypaint, old UV is still there

What I eventually did is changed to polymesh3d and exported my max object into the PM3D, then copied the UV’s over to the actual subtool. It worked, but I’m getting the impression that the UV’s should have transferred over with my old method. Was there something missing that I had to do? (the export dialog also had UV’s set to export).

Hi! I’m experiencing a problem of import of a model from ZBrush 3.5r3 to 3ds Max 2010 with GoMax
The first settings and the message in 3ds Max are these:

BeachAreaProblem.jpg

I changed the settings and even with all off (diffuse,nmaps, dmaps) and also with standard render the model wont import. Also with 1st SDiv off it doesn’t show this message or any errors…actually it doesn’t do anything!!!
This seems so weird to me since I’ve used GoMax 2.1 again on another model and works fine…
any tips anyone?

happened to me also. I reinstalled the plugin and it dissapeared, but I am guessing that not for long.
Also :

  1. if I select a subtool, then select it again as to isolate it, and try bringing it to max, if it is hidden, although selected, it is not imported.
  2. if I have a subtool called eye_left or smth, when imported in max, it is called smth like Polymesh3d_01, and I have to be carefull to manually rename it to the name of the subtool I want to import it in. Could it be exported, imported with the scene name ?..

Thank you for the reply.

GoMax 2.1 doesn’t seem to uninstall fully from 3ds Max. I erased the files in Script folder of 3ds and the files in plugin folder of ZBrush but the Norman3D is still in Category in 3ds Max. What more do I need to do to uninstall GoMax so I can reinstall it anew?

Were you guys trying to export a PolySphere or PolyCube? Because those won’t be able to be exported.

In order to export or import certain subtools, you need to check the eye icon in the subtools list.

This is a known bug with 3dsMax 9 and 3dsMax 2008, I will look into it. If you are using 2009 upwards the names should be imported properly.

You are right! I totally forgot, I have to “unregister” the script after deleting it. My bad, but it should be no big issue. Also your problem has nothing to do with a bad installation. I think you were trying to export a PolySphere or PolyCube. If not, let me know!

No it was a plane primitive in my case that i had sculpted on.
The only thing I remember is having made two 3D layers in tools and later on made them 3D. Maybe this has affected somehow?
Finally, another thing i can think of is that I have generated UVs by means of UV Master, maybe GoMax has a problem interfering with UVM?

The problem is right there, it’s a primitive. It’s not supported, but you can convert it to a PolyMesh3D, there is a button somewhere (in Zbrush)

Norman you are right…i had forgotten to make this primitive a polymesh3D (first time this happens sigh) and had sculpted on it and finished texture…i converted it to a polymesh now and of course it only keeps one sdiv level but imports in Max with GoMax. The problem is i ve lost all sdiv levels and texture like this…can I do anything to get them back with my original file?

In order to restore the subdivisions try to click on the “Reconstruct Subdiv” Button under the Geometry tab. And the texture, if you mean the polypaint texture, you can “bake” the polypaint to texture, and then in the “new” mesh you can bake the texture back to polypaint.

Thank you for all Norman.

But once for the polymesh 3d I can;t make a normal and disp map it just won’t let me at lvl 1 SDiv and it only reconstructs one level of Sdiv anyway and the texture loses resolution.
I m thinking my best option is to make polymesh 3d at highest Sdiv level i got (~4 mil) and then retopoligise the model.

After I ll be able to import it fine with GoMax (hopefully) since I ve tried it as a test and it works when converted to polymesh 3d as it is

I am getting the same error, but when I make it into a PolyMesh3d I loose all of my levels of division and detail.

Oh, I had missed your latest post - sorry.

Not sure where I am going wrong - I get the displacement visible in the right place in the viewport, but nothing or explosion in Mental Ray renders.

My displacement settings from ZB are:

  • adaptive ON
  • Flip V (it does this automatically when I do the GoMax export since I had it turned off for the creation
  • 3 Channels ON
  • 32Bit On

Any of this wrong?

i cant download GoMax =(… why?

Click on the link in Norman3d’s Signature.

tnk^^…I have installed the plug-in … congratulations is fabulous!

GoMax is just wonderfull. Thank you for making it available. :+1: