ZBrushCentral

GoMax

it works great Norman, i had like you said actived the texture coordinate in the obj export. I actually never used the gw obj exporter so it was still set by defaut.

Hey, Norman

Thx for new update, but there is a problem. Importing into Max is working great, but when I export to ZB(using Max button), there is a ZScript error pop up, which looks like attached image. So nothing happens in ZB. NO crash for both program, just the ZScript error pop up window(this window automatically closes). When I tested v1.4, this never happened. It must be the new script you made. I think this has to do with the line in the script where it is looking for the PolySphere_1. I'm sure this is for the initial sphere problem other people have. But I have disable this initial sphere thing by changing DefaultZScript.txt (Pixologic\ZBrush 3.5 R3\ZScripts folder) like this: //startup [If,1,[FileNameSetNext,"ZPLUGS_SplashData/Startup.txt"][IPress,ZScript:Load]][pd] //[If,1,[FileNameSetNext,"ZPLUGS_SplashData/SphereStartup.txt"][IPress,ZScript:Load]][pd] Anyway, I love the mental ray material~ THX EDIT: I replaced v1.5 GoMAX_Import.txt with v1.4 GoMAX_Import.txt It works fine. So like I said, I'm sure it has to do with the coding in GoMAX_Import.txt I have looked at the GoMAX_Import.txt [If,[IGet, TOOL:PolySphere_1], This part is problem I think. I don't know anything about scripting. I'm just guessing.:o

Anyway, I can use v1.4 GoMAX_Import.txt instead, so it’s not a big deal.:smiley:

Attachments

SNAG_000.jpg

hey thanks a lot! it works pretty well for me, even though I also got once the error ryanwyc mentioned, but just when I made a new hole in my model. Otherwise, I can move the vertices and works fine so far. BTW, how do I get the mental ray material applied? When importing the model it always has a DirectX 9 Shader, what should I do?

Edit: boh… now I see it. It was in the last sphere (24th) in the material editor, and I just had 15 visible spheres… nevermind…

Buen trabajo y muchas gracias por compartir tu curro y tu tiempo con los demas!

.

Strange, could you give some more details? Like, what was the name of the tool that was selected when you imported?

I was not able to reproduce the problem.

Hola Norman!
Cuando puedas échale un ojo a tus mensajes :smiley:

A ver si mañana pruebo el 1.5 a ver como va :slight_smile: muchas gracias!

.


  • Added mentalray material so that you can render your ZBrush model in 3dsMax (Only works for 2009 and 2010)

  • does this mean that the standard material is changed to mental ray material?

    Whenever I import the mesh into max it displays black in the viewport and I can’t get it to work like in the youtube demo that shows the polypaint texture in the viewport… have anybody else experienced this “problem” before?

    btw, AMAZING PLUGIN!!!

    Cheers,
    Xandre

    Hey Norman,

    I figured out what was causing the error and found out temp. solution.;)

    I hope this help people who might have a same error like me.

    To solve this problem, in ZB, I have to either load any ztool or select any pre-loaded ztool and name it 'PolySphere_1', then let it stay in my tool palette. Once I do that, GoMAX works perfect. I can load my own ztools and Use v1.5 without any problem. The ZScript error I mentioned before never happens again. And this is the reason. PolySphere_1 <- This is the name of the shpere that apears when you start ZB in default setting, right? Since I have changed my 'DefaultZScript.txt' to disable that initial sphere thing appearing in ZB canvas, when ZB started up, there was no 'PolySphere_1' in my tool palette. That's what was causing the ZScript error. Simply GoMAX_Import.txt was not able to find 'PolySphere_1' from my tool palette. Maybe you can make two different 'GoMAX_Import.txt' for people who use ZB with default setting(initial sphere in canvas) and who do not. I Know most people just use ZB with initial sphere thing.(and complain lol) But I'm sure there are some people like me.([manusito](http://member.php/?u=143973) said he encoutered same problem once.) Anyway, now I know why v1.4 GoMAX_Import.txt is working with v1.5. I guess I will just use v1.4 GoMAX_Import.txt with v1.5:D I love this plugin too much:lol: Thx again.(and sorry for some of my broken english.)

    I think should be easy create the same script to Maya.

    The script could be export the diffuse map texture as well, I never use polypaint. :confused:

    very nice update, just keep getting better!

    jejeje ya lo he visto, luego te contesto :wink:

    Nope, its in the 23rd material slot.

    Did it work before? If not, it could very well be, that you don’t have a graphic card that support SM 3.0

    Funny because the zscript what it does, is check if you have PolySphere in the tool palette. If you do, then it switches to simple brush and then imports the obj, draws it again in the canvas, and so on. If it does not find the polysphere (which should be your case) it simply imports the obj as usual. At least that is how it’s working here. I’ll have a look again, anyway.

    Yep! Most of the magic happens outside 3dsMax, so it should be fairly easy to do a script that is compatible with GoMax. Björn has been working on a rough version of a Maya script. There are couple of problems we need to overcome, though.

    I’ll look into this as well. :wink:

    I did but it was because I hadn’t made and checked my UVs!!! Have you?

    Well, not having proper UV’s might be a problem, yes :wink:

    Hey Norman3D again an thnz for the update 1.5 :wink:

    Cool with mental ray support. I have a question? If i finished ´my model in 3ds max And if I want to keep It as a seprate pice in 3ds max with mental ray materials on it

    It gets overwritten by the next object i want to import into max from zbrush … I could copy the materials inside C:\gomax and apply it again so it’s not getting overwritten when I export a new item into max but…is there a easy way?

    Nope, you’ll have to grab those bitmap files manually in the material folder inside gomax.

    Great script.

    Would it be possible to have switches when coming from ZBrush to only import the geometry.

    It’s not always desirable to import the textures and normal maps when just working on geometry, and it all adds to the time it takes to jump between the two.

    Also struggling here with the scale issue. Sending from Max 2010 to ZB and straight back again scales the mesh a massive amount. Didn’t understand the workaround - any other clues.

    That’s a known Zbrush issue… haven’t looked too much into it, though.

    That’s the idea, and I’m sure Björn will be able to help me out with this one. It requires a partial rewrite of the script. So yeah… we’ll see…

    Right now I’m focusing on bug fixes and import/export of polygroups.