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Help Materials into Max best methods

Hiya all this is my first post here,

I am in the process of making some of my sculpts into game ready models (low-poly) I am having difficulty with the the transfer of some of the texture detail.

As you can see, I have used a reflective Matcap on the visor of my character and i am wondering how i transfer this detail to a texture map without it loosing its reflective look?? Is this possible?
Below is the diffuse texture and as you can see it only holds the RGB detail of the Reflective Matcap that was on the visor (the greeny blue patch).

So how do i go about transferring the material from the zbrush model visor onto a texture that can then be loaded onto a 3k poly version in 3ds max?
Thanks

you can not transfer material details, only color information.
If you want to achieve this same look in realtime inside of max you’re going to have to use a dx reflection map and apply a reflection cube map to that shader to achieve a similar effect that you have inside of zbrush.

Ok thanks Beta_channel. How do i go about doing that successfully for just the visor section without messing up with the texture maps. Because inside Max i can obviously just edit the visor polygons to be reflective, but when rendered i get displacement errors and the displacement settings are being set to 0 by the renderer??

so how do i go about rendering out an image in max that looks similar or the same as what the material gave me in zbrush???

thanks again.

This is how far i have managed to get just baking in the matCap detail (plus its changed slightly)

This is a Current 3dsmax render of the model from 3mil poly to 3k poly looking not soo bad atm wot do u guys think??

3ds maz 3kpoly render.jpg

if you’re using displacement maps that isn’t realtime…unless you happen to be using DX11 shaders. That is being divided during rendertime to make that super smooth.

You need to set up a composite material with material masks to work with different shaders on different places in your model to make that work correctly. I don’t use mentalRay so I can’t help you there. I’m sure you can find some tutorials online that cover using masks with shaders inside of max.

ah i see, thats very helpful, So i need to explore mentalRay’s options for applying shaders to different sections of a model within max to acheive the same (or similar) appearance as you get within zbrush.

and with the displacement map they are only used for the development of detail into textures such as the diffuse map. are not used for game models?? or can some next gen engines handle displacement maps??

Thanks

UDK and Crytek can handle realtime displacement and vector displacement. I believe anything that is using a DX10 or 11 architecture can handle it, but UDK and Crytek come with a standard solution to achieve it. You can see an example of this here -
http://udk.com/showcase-samaritan

The character is using realtime displacement when his skin changes. Crysis 2 also makes great use of realtime displacement for ground and walls and such, you can find tons of videos on this by looking for DX11 stuffs.