ZBrushCentral

max 7 obj export to zbrush problem

Excellent! Your app is so strong !

I tried and all OK !

Now ,I can import and export easily between ZBrush and Max .

pix0l_d00d,you are so strong and kind of helping us.:smiley:

And I find if ZBrush use this like pic below will also done:

ThisCanDo.jpg

I think use this setting Max can work with better .:stuck_out_tongue:

xjtubigmi,

Glad you got it working and thanks for letting me know someone besides me has a use for it! :+1:

U can use Polytrans for the ride of converting.
max - Zbrush
Zbrush - max

With Polytrans your mesh stay intact :).
Personnaly i only use it for the Max-Zbrush ride.:wink:

Hey there - this thread seems to discuss a problem similar to what I’ve been experiencing with some of my models. I use MAX and Zbrush after this order:

  1. make lowpoly mesh in zbrush, lay out UVWs and unwrap
  2. export to OBJ from Max with exporter
  3. Import to Zbrush
  4. store morph target, then subdivide mesh
  5. add hi detail to mesh, then go back to default low res geometry, morph target back to original shape
  6. create/export normal map.

It’s here where I start getting issues with some meshes. My meshes are always exported/imported with QUADS not tris, but the normalmap looks as if the mesh is made with tris, and that many of the edges on them have been REVERSED.

If you rotate the mesh in zbrush, you can actually see the normal map twisting and rippling across these ‘reversed’ faces. And of course, the normalmap looks awful when applied to the mesh in MAX.

Bits and pieces of this thread seem to address fragments of similar things, but I haven’t seen anyone mention this directly, or if this tool is the way to fix it. Also, is there any way to rescue the high level geometry I’ve already applied? (If there’s one thing I hate, it’s doing the same thing several times over)

I’ve noted with some experiments that you can minimize this problem by exporting the model with TRIS, but that creates new issues…

Any help is appreciated - please be specific about the steps I should follow…

Slyrr

Hi Slyrr,

I’m taking a wild guess here, as I haven’t encountered this problem myself before…

When you exported from Max prior to detailing in ZBrush was your model an editable mesh? If you originally exported as editable poly then this is probably not your problem. Otherwise read on…

If you did export as editable mesh Max will swap around the vertex ordering when you export the file. Editable mesh triangulates the quads internally. Maybe the artifacts you see are a result of the vertex reordering. I could be way off here, but it’s worth a shot.

What you could try is first load up your original low res model in Max (the one with the uvs), convert it to editable poly and export it again. Then export your high res model from ZBrush, import it into Max, convert it to editable poly and export it back out again. Converting both files to editable poly before exporting will change the vertex ordering.

Now you import the new high res model back into ZBrush and reconstruct the subdivision. Then load the new low res model into your level one subdivision rather than using a morph target. Finally, try creating your normal map again and see if that fixes the problem.

Let me know if that helps ya.

I’ll try it out - thanks for your quick reply. I’ll edit/update this post if it works. Or if it doesn’t.

I did try just converting the low res in MAX to editable poly and pulling THAT into zbrush. Didn’t work. But I didn’t try this other stuff you outlined, so maybe that was it…

I have used editable MESH for almost all my exports. You say editable POLY works best and should be used in all cases?

Wow that was a fast response from you too lol. If the problem is what I’m thinking it might be then you’d need to convert both high and low res models to editable poly to get things right.

Unless you have a specific reason not to use editable poly for export then I’d say yeah stick with that. You can avoid some problems this way. That alone isn’t always enough in some situations. If your model contains triangles then max is always going to write them to the bottom of the file, no matter if you’re using editable poly or editable mesh.

A good general tip is if you might need to be importing and exporting between Max and ZBrush you should export your model from Max as an editable poly before you begin detailing it. Even if your building your entire model in ZBrush. You should import it into Max, convert it to editable poly, then export it back to ZBrush prior to detailing. This will setup the file the way Max likes its to begin with, and ZBrush will leave it alone. Later if you have to import it back into max for some reason it won’t change the file around at all as long as you always export back as editable poly.

I gave it a try - not sure if I’m doing it right.

I exported the hirez from Zbrush. Then imported to MAX - then converted it to editable poly. I also converted the original MAX lowrez file to editable poly and exported both hi and low res to OBJ.

I did reconstruct subdivision 5 times to create the original level of 6 divisions.

But the low res won’t port into the new ztool because it says there’s a different number of points, even though the low res OBJ export was made with the same model as the orginal, only as a editable poly and not a mesh.

Any other ideas? When you say convert to editable poly, to you mean to just right click on the editable mesh in the modifier stack and pick ‘convert to poly’ or to use the actual ‘change to poly’ modifier? The one that lets you choose how many faces to limit the polys to?

Doing a normalmap in Zbrush without the lower poly imported still puts ugly junk in the normal map as well - so I suspect the process isnt’ working anyway :frowning:

I may have to export the OBJ with TRIs and start all over again…
Slyrr

Hi,

I did mean the convert to editable poly thing in Max, not the modifier. I’m not sure why ZBrush wouldn’t let you import the new low res model back into the subdivision.

Anyway you say you still get garbage on your normal map on the converted high res model that you rebuilt so yeah that suggests it’s not what I was thinking anyway.

I can’t think of any other reasons this could happen off the top of my head. Have you tried using Max to create your normal map? Maybe you’ll get different results using Max.

The first model which displayed these problems didn’t fare so well in MAX. I could give it a go and see. - edit - I tried it out and it does look better, but there are bits of the max normalmap that appear strangely too.

I’d prefer to solve the mystery of why Zbrush is doing this to SOME models in the first place. Note - SOME. I’ve exported OBJs from max as quad editable mesh, and normalmapped them in Zbrush with no problems. What could be triggering this?

On some models in zbrush, when you go back to subdiv1 and morph target to the original shape, those strange reflective ‘tears’ in the mesh do NOT appear. On some they do. It’s the ones that these tears appear on that seem to have all the issues.

What setting in the exporters from max could cause it? Has no one in the forums has ever seen anything like this before?

Slyrr

I try tell you… Max have problems with the export for a reason unknow to me.

i use polytrans after i export the obj from max and save it as the same obj in polytrans lol. weird … dawm ya… but it works :slight_smile: "for me at least " :stuck_out_tongue:

Hi,

I don’t know what could be causing that. I’m far from being a Max, or ZBrush expert. You might have better luck starting your own thread about it. I’m sure someone out there has also experienced that or might have a clue as to what could be happening cause I haven’t got one. Sorry I couldn’t help you out more.
:confused:

here is the appropiate link: a tutorial from Cris Robson
http://3d-palace.com/video.php?vid=72
Andreseloy

thanks for the link andreseloy vbmenu_register(“postmenu_203618”, true); .
This guys on that tutorial is on Powder! God dawm is stone and Hi.
Glad he create that tuto ( for the efford ). But it’s not the way to do it.
In fact don’t try it, it’s not a good way to do it. Buy the Zbrush DVD from
Meats meier.
And as for games developement between Zbrush ans max.
Use Zbrsuh for your normal mapping output or use Kaldera for Baking your
high res from Zbrush to your Low Res ( maybe from zbrush ).
Lay down Superb UV for your low res model. So When Kaldera is finish your hi
res will be UV perfect and easy to manipulate in 2D programs. It’s a clean way
to do it.
all This tricks is from me.

pix0l_d00d vbmenu_register(“postmenu_203617”, true); i hope you are still around, i am using your tool ad goigng through the steps, but after i enter the names of the first file and the second diferent uved file, then make the name for the output and hit enter, it crashes on my every time. Would you have any idea why it would crash? Thanks

Katon

im still having major issues with this problem when using max and have read through all of the posts and nothin works properly, every now and again the mesh will be not so bad but still messed up.

was wondering if anyone had thought of rewritting the .obj exporter so that it reorders the points so that they work properly for zbrush with no messing around??

also does any body know if this poblems is to be rectified in zbrush 2.5???

I to had an i’m possible model to fix, and I’ve tried every technique under the sun. For most models running the model through Max’s exporter twice fixes the vertexs numbering issues. < What I mean is once you export out of max, import it again into max and then, straight away, export it yet again (While never converting it to polygons) >

Also try the script “Morphix” for 3dsmax (www.scriptspot.com) It reorders & aligns vertex no.s in max.

If all still fails, as with my model, do what I did and re-apply a diplacement map to an exported vers. of the model.
Steps>

  1. Apply ZB mapping
  2. Create & save displament map
  3. Export obj to 3dsmax
  4. Import obj to 3dsmax
  5. Export from 3dsmax
  6. and again Import to 'max
  7. and export from 'max once more.
  8. Load a new doc in ZB and import your model
  9. Load Diplacement map
  10. Apply diplacement map as 3D

Now your 3dsmax workflow should work everytime :smiley:

Hope that made sence, Peace*

Thanks for all of your help with this issue pixol_dood. I’ve been struggling with this for a few days. Between converting to an editable poly and your export/import settings it did the trick!

:+1:

Try this:
http://blood2oo1.atw.hu/obj/

I hope it works :slight_smile: