ZB: Go Texture>Export
then
PS: Open in Photoshop. Go Image > Rotate Canvas > Flip Canvas Vertical
or
3dsmax: Change the maps coordinates to -1.0 for V. So UV = U=1.0 + V=-1.0
ZB: Go Texture>Export
then
PS: Open in Photoshop. Go Image > Rotate Canvas > Flip Canvas Vertical
or
3dsmax: Change the maps coordinates to -1.0 for V. So UV = U=1.0 + V=-1.0
Ok I successfully got my texture into photoshop and flipped it then saved it out as a .TIFF again.
But I ran into a problem in 3dsmax, I went to the material editor -> get materal -> bitmap -> selected my texture
It appeared in the material slot but it wouldn’t let me drag it onto my model, it would just show the sign over the cursor it makes when isnt applicable.
Any advice? Thanks btw
Are you loading the diffuse map that you created onto the diffuse slot of a material in max? This will work in stead of trying to apply just the diffuse map without having it assigned to a material.
And you can just save it out of ZB as a PSD. After yo have flipped it in PS you can re-save the diffuse map out as whatever you like jpeg, png psd etc.
Excellent man, managed to get it working.
I have a quick question, How do you animate Displacement Maps in 3D Studio Max? For that matter, how do you animate any sort of texture?
Thanks I appreciate any help you guys can provide, and I’m sorry if someone asked this question and it was answered. If that’s the case just say so and I’ll be happy to go read it
You can use “mix” to change between maps (just animate the mix).
Thanks for the quick reply Sergio. The reason I’m asking is because I wanted to try to use morph targets and animated displacement to try and blend between different heads that I created in zbrush. I’ll have to start from scratch because all the heads I have now have a different number of verts. If I wanted to do more than one change between heads could I just add a mix into one of the maps for the mix and animate that? Or is there a better way than stacking mix maps into eachother?
I don’t know if you can do exactly what you want, as long as you have different heads, it depends on how different they are…
mix only works if all the heads have same UVs
The heads I plan to make all will have the same UVs and number of verts. I just don’t know how to animate the mix. Thanks again for your help Sergio. If it’s not too much trouble, could you give me the steps on how to animate a mix?
I figured it out I think. Never mind. Apparently the simplest answer is often the best, please correct me if my procedure is incorrect or not the best way to do this. I simply set the auto key function on at frame 1 and adjusted the mix value to 0 then scrolled through the timeline to a later frame and just moved the mix amount to 100. The keys didn’t appear on the timeline but it might be the computer I’m working on. I’ll try from home to see if it works. Thanks again Sergio. I also tried to have a mix within a mix and that seemed to work as well.
I was about to answer you when I read that you already found it.
yes, that’s it, just like any other animation in max, you’ll probably need to go to the curve editor to edit the frames of this animation, it will be inside the material’s frames.
Can anyone help? i have watched almost all the VTMs i have found online, and still do not understand the simple concept f creating a displacement map in Zbrush.
I am a Max user, although I have experimented with most other 3d Packages, and have decided that I need to use Zbrush to make my models muhc better, and after looking at the work in progress on this site, its obvious that Zbrush is an essential tool to understand, as the work here is incredible.
my problem is that I have done parts of the help, i have watched as many VTMs as possible online, and yet I just don’t understand how to edit my models and export the displacemtns maps, I have managed to do bits, but is there a simple VTM that puts a model in Zbrush, edits it slightly, then saves the displacemnt and brings it to max? a this would be the perfect starting point for me to use this software.
I really am stuck on this, I undertand the interface as have watched loads of vtms, however when it comes to editing an existing model in the way shown on the work in progres here, I just don’t understand, I think it is because i am used to working in Max and 3d space.
anyone that can help I would be most thankful
thanks for reading,
Alex
This thread will be helpful ,
http://www.zbrushcentral.com/zbc/showthread.php?t=020310
Otherthan that there is a nice documentation in Z Central for incorporating ZB with 3dMax ( I couldnt find the link but will post it later , u might want to search the thread !!!) But they used Max Mental ray for rendering !!!
Hi all , yesterday I found a link here which is a nice tut by “CvH” explaining to render disp map in 3ds Max !!!
Link : http://www.zbrushcentral.com/zbc/showthread.php?t=32020
isnt ti cool ???
Link to practical guide , must be helpful !!!
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014968
Hi
I saw that ZBrush 3 features reposing characters.
Then surly there must be a way to export the skinning and bones…to max.
If all that work is already done in ZBrush 3 why not export it as well???
Thanks for any decent answere.
Lee04
I’ve only done a little test with the repose/rigging thing, but I think you have to do the rigging in Max again.
And think that in Max you have some advanced controllers that are not possible in ZB.
Maybe somebody can come up with some sort of plugin that generate a new skelleton and skinning in Max, but until then I think we still have to work on the skelleton again in Max.
Hi
You must admitt it’s enjoying to have a tool that can repose characters as if it has the cponcept of rigging and bones but dont’export
bones and skinning values to other 3D packdges.
I refuse to accept this.
The company that provides a plug-in or a a way to bring this out of ZBrush will be making a buck.
I had one idea repose the same character in many poses and export them all and have a nother peice of softgware analyce the differenace and figre out the bones and skinning…
at last i finally got it working, a mesh to zbrush, edited, exported and back in
Max again with the changes !
hurrah!!1
Great thread! Thanks