ZBrushCentral

help with GOZ pleas

hi.

first of all sorry for my bad english.

i am trying to export goz from zbrush to 3ds max,after i create my unwrap uv
i creat a texture map,Some reason i dont see her in the texture thumbnail(i am using matte cap and basic material),after that i create a displasment map, normal map
and export with the goz button.
in 3d max i get a gray model without the color of the material.
were is my mistake,and how can i fix that?

tanks…

What are the steps you’re using to create the texture? Is the model polypainted? Texture cannot capture material properties, which means that it will not capture color derived from the material itself. It can only capture the color that you have polypainted onto the model.

sow what is the purpose if i cant export them?
just for presentation?

tanks for answering.

You have to understand the difference between material and texture. This is something that applies to ALL packages; not just ZBrush.

:small_orange_diamond::small_orange_diamond: Texture is the color that goes onto the surface of your model.

:small_orange_diamond::small_orange_diamond: Material is what the rendering engine does with light that reaches the surface.

:small_orange_diamond::small_orange_diamond::small_orange_diamond::small_orange_diamond: Texture+Material together result in the exact shading that you see when you look at the model.

Because material is a set of instructions to the rendering engine, material cannot be exported to other programs. Each program uses its own rendering engine, so instructions to one are meaningless to another.

For this reason, any time you wish to export color from one program to another you need to make sure that the color that you’re seeing is coming from the texture, not the material. Alternatively, you will need to create a material in your other package that as closely as possible mirrors the material in the first one.

So to answer your question, the materials in ZBrush that create color are for purpose of rendering in ZBrush. If you plan to render in another program, stick with a white material and then create your color through polypaint – which you can then convert to texture and export to your other app.

PS: If you have a specific material that you plan to use in your other program, there IS a way that you can get that material into ZBrush. This is thanks to the unique ZBrush feature called MatCap.

All you need to do is create a sphere in that other program with the desired material. Next, render that sphere at a size of 1024x1024. The sphere should JUST BARELY extend outside the edges of the 1024x1024 space. Export that render as a PSD, BMP or JPG.

In ZBrush, import the render that you just did. Select any MatCap material and look in the Material>Modifiers where you will find a thumbnail of that material’s light map. Click that thumbnail and in the pop-up window that will open select the render that you just imported. Now save your material.

Your modified material will perfectly mimic the material from your other program. This means that you can paint on the model and what you see in ZBrush will look exactly like what you will see using that same material in your other program.

tanks a lot for the explanation
its absolotly wonderful :wink: