Well, the script does not generate a diffuse map, it creates a sphere map. You can ofcourse create a diffuse map yourself, in that case, if you want to add it to the material, you will have to decrease the litsphere itensity to 0,5.
Ok it is beacause there is a gomax.bmp which is created in the gomax file, and it is the diffuse map of my model : should be generated automatically at the export.
It would be cool though if the diffuse map would be generated from polypaint or from an existing texture map and then that it blends perfectly in max (I mean to have a visual close to what we have in Zbrush).
Thx for sharing this awesome tool !
Unfortunately Update # 2: GoMax v1.3 I not worked-Crash programs ((
yes sure! This is another feature I’ll be working on. But we have other priorities at the moment.
You will need to specify more than that.
whenever i try to bring a mesh into max from zb using go max it just crashed both programs. is anyone else having this problem?
Hey Norman3D - thanks for your time and effort.
As mentioned above, it would be awesome if the diffuse file was automatically mapped to the shader created in Max and visible.
Also, what is currently a huge pain in the Max Zbrush workflow, is getting all the maps (normal, displacement, diffuse) exported from multiple subtools.
If GoMax could extract all the maps from all the subtools and zap them into Max, well than sir you would the king.
Is this possible? Or a pipe dream?
Matt
It is possible, but not just yet… But I’m confident we’ll be able to do it.
I have have it when Zbrush is going out of memory : it crashes Zbrush, then it makes a fatal maxscript error due to missing informations then Max crashes as well.
But it only happens after few exports
Hi guys.
I’m sad to hear that for some of you it doesnt work. Only thing I can say is that if many other can run the script, you have probably either done some part of the installation wrong (most likely) or have something conflicting with your computer (and that could be anything from plugins in either program to your user settings in windows to your hardware, if you try to import 5 million polygons and your computer can’t handle it, it will stall for a while or crash).
However, I’m trying to fix any bugs that I can find on the max-side so if you can describe what acts up I might be able to debug the maxscript at least. But just reporting a plain crash witout error message or dump form maxscript isnt getting me anywhere. I need to know if the crashes are consistent, if you have a scenario i can reproduce, a mesh that just wont be transfered and so on. If you try to move that 5 million polygon mesh and it works with something lighter, I think you can figure out what is wrong. (check above )
I’m doing this on my spare time so I cant promise anything but I’m happy to help (and also keep Norman pumped up to put in more features for all of us )
And I’m also working on a Maya port. Unfortunately my MEL isnt as good as it once was so its very buggy right now. I hope to be able to give it to you in some state before I leave for holidays on saturday though After I come back I might poke my head into some other software and see if I can get anything done there… request and bribes can be sent to my mail
Personnaly i am always at my ingame mesh resolution when i run the script, but sometimes (even without GoMax) Zbrush is running out of memory while baking textures. and then it makes the script crash cause it can’t find a texture i guess (if I have the message agin, i’ll send it to you.).
Thx for your effort, and be sure that all the community appreciate what you guys are doing
You should check your mem properties in Zbrush, you might have to tweak the values there.
I’m having problems with consistency, sometimes when I alter the topo in max it comes over fine. Other times i change the same mesh it just imports the mesh as sub_0 and deletes my higher subs. Any ideas?
This could only happen if you had the highest subdivision active when bringing it from 3dsMax -> Zbrush.
If you forgot to move it down to the proper subdivision, it may kill everything that is under it, in your case, everything but the last subdivision, which was then overwritten by the mesh you had in 3ds Max
Yep, that was it! Thanks a million for putting this out Norman, you’ve saved many many people from wasting a lot of time and energy.
Guys thank u so much, it’s a real gift to the community and everything works like a charm! The tool is just great!
Thank you for sharing
hmmm I can get it to dislay a normal map in max … but can I export with a displacement map for rendering in max ? where are the settings ?
You can’t do it yet… but you will… in the future. You can of course always do it manually
Any possibility of adding the ability to transfer the smoothing groups from max to Z? They had the script for 3.1 but its MIA now.
Great work Norman3D and nice demo!
Was this all in MaxScript and ZScript then?
Cheers, once again great work!
It’s maxscript, where by the way Björn is helping out A LOT, zscript, nicmdc.exe and bat files