ZBrushCentral

How to use zbrush with 3ds max?

For my 1st ZBC post, I just wanted to thank PMMclory as I was meticulously following Scratchy’s instructions (thanks to you, too, of course :smiley: ), and yet my displacement would do the standard mesh ‘explosions’, cracks at the seams, bloating (even when adjusting the luminance center on my displace modifier), odd edge distortions, etc. etc. All those horrible things. And then, I listened to PM’s advice of flushing out the model with flattening the stack and doing the reset xform before exporting the OBJ, and all was well. Ok, I’ll break down and do it - HUG :cool: you saved me much heartache.

~Rhonda

Hi im new here, i have a really big problem. After i imported my headmesh with uvw and painted i got a problem. The texture had white triangles they were arranged like a checker map. Im Exported it as Quads, but if i export it in 3dsmax as triangles everything is fine. The only problem is i got smoothing Problems when i export it as tris. Here some pictures from the uvw and the texture

uvwmap in 3dsmax

And i got this too, when i export it as polygone

Edit: fixed i forget Reset XForm in 3dsmax

Since Im pretty new with ZBrush, even though I read most of the tips in the front page(whew, it helped me alot either way ) I dont know whether it applied to me or not. I modeled a basic hand in 3Dsmax and imported it to ZBrush, further detailed it and then subdivide it to the lowest poly and then exported it as an OBJ but when I open it on MAX, every detail is lost… :cry: …Is it supposed to be in a displacement form like you guys discussed it in the begining or am is it possible the way I am attempting and just did something wrong. I have the print-screen, a pretty detailed of my problem below. Thanks alot guys…My solution I know is here :+1:

Attachments

you need to apply the zbrush texture as a displacement, see the beginners guide for more instructions, basically, export the displacement as a displacement map or normal map, then apply a bump>normal map in max, than select the map and flip it, should work ,follow the instructions at the start this thread (i think) and shouldn’t be any problems.

best of luck,

al

i have seen all the big guns in this community to not giving the proper solution on this problem.If anybody great is here to solve it,pls do it.
my problem is that I have made a simple mesh in max and then exported it in zbrush(with digit#6,i know it well,so dont give me lecture on this pls)as .obj.I did all the things well there,and got a very good displacement map from it.no problem.but just tell me that what is the procedure to texture the same model with some different textures?if i do coloring only ten its fine,by doing color>texture it gives me proper color with the same uv mapping what i have generated in max.but it is not simple for texturing.as soon as i do it,the uv changes.how to sort this problem?pls anybody help me in detail.:cry:

I also am a newbie… not just to zbrush… but to 3d modeling in general.

I have modeled something failrly simple in 3dsm 2008 and exported the .obj file as per the suggsetions in this thread.

I edit the surface of the model slightly … just enough to add some detail in the skin.

It is not textured in zbrush (nor do I care) … I will texture it in 3dsm just fine later … as I am familiar with that so far…

The only way it will allow me to add my model back to 3dsm is in its lowest sDiv “1” … and it looks like crap. … not at all what I wanted which is sDiv “4”.

When I attempt to get it into 3dsm in its “high state” … 3dsm crashes.

Before anyone replies… please remember that I understand about every other term in these forums… However I have come along way in 1 week. So any details that you think may help…please add.

On behalf of all the newbs here now and to be…Thanks in advance for any help :slight_smile:

How do you export a cylinder out of max succesfully into zbrush WITHOUT it pinching!?

I’ve created a cylinder all quads except for the caps which are all tris. When importing to zbrush everything pinches when subdividing! ARgh! I’ve tried everything I can think of.

When using a standard zbrush cylinder as comparison and switching on the Frame to see the wires it’s visible that it also has caps made of tris. But when subdividing the native cylinder it doesn’t pinch around the top.

I realise the pinching is caused by the conversion of the cap to quads (exactly the same as if you add turbosmooth in max). Why does zbrush convert my mesh on subdiving to quads and not its native one? Is there a way around this. Is the only solution to spend ages working out how to change a cylinder cap into quads prior to export?

I’ve searched for answers to no avail… sorry if they’re elsewhere

Attachments

maxcylinder.jpg

zbrushcylinder.jpg

Pixeldamage, i have moced this up quickly in Max but not tested in ZB as i’m at work just now.

should be fine though.

started with a 10 sided cylinder and deleted the cap polys. then made 4 polys across the top. Split them don the centre so you have 8. Then chamfer the new edges without the 2 nearest the cylinder edge selected. then created polys for the edges.
Hope this makes sense.

Attachments

poleless_cylinder.JPG

thanks rossco… got this far… where down the middle? where do you go from here? see my next post for a picture

some reason my pic didnt attach … here it is again (oh they dont like png’s)

Attachments

cylinder.jpg

Here you go pixeldamag…

as rossco … its as I thought… six sides on top rater than 8. so you get 3 divided to 6 not 4 to 8 – picky I know, sorry but I was trying to be exact. It’s weird that the default cylinders in max are badly modelled. Why wouldn’t they provide them like your example.

I’ve modelled for sometime and if everything is supposed to be in quads why provide basic elements comprising of poles? Seems bad practice. I’ll now keep a basic all quad cylinder as an OBJ to bring in each time. Shame i cant replace the standard one with this oober cylinder.

What version of Max are you using?
I’m using 3DS version 9 (not 2009) and the cylinder inport worked fine when importing & subdividing in ZB. Have you tried turning the Smooth off when subdividing? (The SMT button is beside the DIVIDE button).

You might want to use the Max OBJ importer-exporter from Guruware http://www.guruware.at/main/index.html.
It has built in presets to export models to ZBrush.
(the site is down as I write this)

Every now and then I import a Max Exported OBJ into Blender3d and then export it out again and it fixes a lot of OBJ hiccups.

Upham :slight_smile:

hey upham,

i’m using max2008, though i still use max8 sometimes. THat’s interesting the non-smooth option. I can see it being a life saver sometimes. Bit like subdivide in max as opposed to turbosmooth. Still its odd about not creating standard geommetry in max using quads. Why use poles at all?

You can get a functional version of the GuruWare obj plugin at Max Plugins.de.
The max 2008 version works with max 2009.:sunglasses:
I especially like that the plugin has a export preconfiguration setting for Zbrush.

Max Plugins.de:+1:

My previous post for Max Plugins.de url is wrong.
Here is the correct url
MAX Plugins.de

Please could some of you more seasoned zbrush users help me out on my Ice project thread?

http://www.zbrushcentral.com/zbc/showthread.php?t=58842

It would be much appreciated as my project deadline is approaching and i havent had much feedback.

pixeldamage

Check out the example files that Mr. Patton is so generous to give to the 3ds Max user community.
You will find a nice snow shader there. Use it as start to get the effect you want.

[Jeff Pattons Max 7 example scenes](http://www.jeffpatton.net/Max7/index.html)

“b: Next you need to convert this displacement map (TIFF) to RGB colours (this stops Max and most other apps from stepping your Displacement map (no jagged edges)).”

:+1:

Woooooh!!! That´s excellent! Just what i was looking for!
Thank you!!! Really, really thank you!
All this time that was the #$&@ problem! :laughing: :smiley: :smiley:

Hey, i just came across this thread now.

im not sure if this is what some of you are looking for, but i wrote a tutorial explaining in detail a pipeline from zbrush to max…

you can find it over here (or in my signature haha)
http://www.zbrushcentral.com/zbc/showthread.php?t=59918

hope this helps some of you :slight_smile:

Adam