ZBrushCentral

Looking to buy, need some advice.

Hi Everyone! I hope you can help me.

Firstly, am I right that Zbrush doesn’t have a trial version?? Not off to a great start :frowning:

Maybe you folks can clear up a few things for me. I have been speaking to a friend of mine who exclusively uses Zbrush with a 3DMax work flow.

I am a max user and would really like to take advantage of the high poly detail Zbrush can inject into my work. But before I pay loads of cash out to do so I need to ask:

Am I right in thinking:

I can make a model in Max and then import that model to Zbrush.

I can split that model into it’s component parts, subdivide each part, and add ‘sculpted’ details (example would be ageing to a set of stone steps - hard to do in max)

Then, I can ‘paint’ that model that has millions of poly’s with textures and handpainting.

Then… This is where my knowledge falls down a little.

Once the model is ‘sculpted’ and ‘painted’ I can use the LOW poly model in max with the HIGH poly textures and I would imagine Normal Maps for details.

My confusion is thus:

I would imagine Zbrush does the hard work of UV-Unwrapping the complex model for me? Attaching the UV’s to the high poly model in Zbrush.

If thats is so… Then how do I get those UV’s onto a low poly model in Max? I don’t quite understand the ‘connection’ between the two, I kinda get the theory but just want to make sure of a few things.

So essentially, I would like to know what would my workflow be if I wanted to model in max… Add sculpted detail in Zbrush and then re-render in Max (possibly Vue)

I realise this is a complex question, and requires a complex answer… I thank you whole heartedly for your help.

http://docs.pixologic.com/?s=GoZ

LOL. You’re a Max user and you’re saying Zbrush is loads of cash…the subscription cost alone is more than Zbrush. Pixologic doesn’t charge for upgrades. I believe I spent $400 like 8 years ago or something.

But yeah, see the link that Doug posted. The bridge between the two programs is literally a button click.

Max user who isn’t made of money.

Thanks for the link… I didnt know about GoZ seems perfect thanks.

Am I right in thinking: …

Yes to all those

My confusion is thus:

I would imagine Zbrush does the hard work of UV-Unwrapping the complex model for me? Attaching the UV’s to the high poly model in Zbrush. If thats is so… Then how do I get those UV’s onto a low poly model in Max? I don’t quite understand the ‘connection’ between the two, I kinda get the theory but just want to make sure of a few things.

ZBrush does have some built in unwrapping tools that you can use, or you can unwrap the base mesh in Max before bringing it into zbrush. You also have the option to completely forgo UVs on the sculpt. Zbrush paints by using Vertex Colors (‘polypaint’), which means you can have your highpoly model sculpted and painted before work on your final/lowpoly model has even begun.

Afterwards you can transfer the polypaint information from the sculpt to your final model’s texture using the same process which bakes the normal and displacement maps.

Thank you Cryrid, thats exactly what I was looking for.

I think Zbrush is for me, it would save me hundreds of hours modeling time by the look of things.

Time to save up then… Because despite the fact that I am a max user (who actually bought max 5 years ago!!) I don’t have ready cash to throw at anything.

Thanks