ZBrushCentral

Max to ZB to Max (Import/Export)

Hi,

Glad to hear your good news - and that you’ve got Max to utilise the extra RAM.

Thanks for the tip on the compact mem settings and the texture co-ordinates, yeah I guess if you’re baking normals externally they’re redundant, I didn’t know you could turn it off, I thought the txr was the map rather than the UVs themselves.

Cheers

Thank you very much for the tutorial.

I’ve had zbrush for a few months and after taking a break i have finally found time to play again. Just rendering up a zbrush model in 3dsmax, looks awesome. Cheers,

matt

Just a question, When you imported the model to zbrush was it previously textured on max? The thing is that i did a model, wich I unwrapped on 3dmax6 and the exported to zbrush. But on zbrush there is no sign of my mapping

Any clues>?

Thanks

What did you enter at the OBJ export dialog in the “# of digits” field? There was my problem…

I solved the problem putting 6 on the number of digits

Thanks

Thanks! That helped me a lot. :slight_smile:

Hello there,

I have a problem with the Obj2Max and Max2Obj plugin: I can export my mesh from Max, but I can’t import it in ZBrush. My Max version is 5.1. I’ve already tried every option from the export plugin pop-up menu. I’m getting desperate with this.:cry:
Anybody please help me?
Thanks a lot

Hi guys - maybe some fellow 3ds maxers can help me out here.

I have no problem getting my model between max and zb, but i learnt from aurick the other week that if you export your low level model, you can change things such as uv mapping in another program and reimport it, and the new stuff will apply. Pretty cool. I can remap the UVs! Trouble is, can’t get it to work :slight_smile:

Whenever I try to import the obj over my old one, zb says the number of points is different. In fact, even if I import into max and export straight away, it still reports this. aurick says this is because the number of points (or possibly the point order) is different. Points are being merged (or broken up) giving it a different vertex count

Anyone got any good ideas? Can anyone find the right settings in zb and max to successfully export and reimport their low level subdiv?

cheers
Dan

I wrote a script because the Zbrush to Max to Zbrush geometry updating didn’t work correctly :wink:

Export a mesh from Zbrush and modify it in Max, then export it and run the script.The script will generate a new .obj file.
(it needs the original .obj exported from Zbrush and the new .obj from Max)
Refresh the model in Zbrush(import tool in edit mode)===>and the Zbrush will use the updated geometry correctly on all subdiv levels!!
(useful in making a new UV for a model or Applying a new pose in max after the Zsculpting )

Download from here

Mysite

Hi Svan

your script might be what I had be hoping for…only I always get this error on running it (after the last step) : MAXScript Rollout Handler Exception: – Runtime error: Read past end of file

I use Max 7, but until that message the script seems to run fine…

Do you have any idea what’s going wrong?

Thank you,

Ben

EDIT: Max Sript Listener says ‘-- Error occurred in repair.pressed()’. Any ideas?

Steps:

  1. Sculpt the model
  2. export a subdiv with parameters on export panel: in obj format,
    Quad,Texture and Group options turned on and scale 1
  3. import the obj to Max with settings: Single switched,Rotate model and
    Texture coordinates turned on
  4. modify the model in max(skinnig,posing,make changes on UV)
  5. export it with these settings: Group by: object,Rotate model and
    Texture coordinates turned on Faces:Polygons vertex scale 1 digits:6
  6. Run the script.First add the old Zbrush export,then add the new Max
    export and the last step to add a new filename .
  7. import to Zbrush in edit mode to the same subdiv level. The model will be
    updated.

if it doesn’t work send me the .obj files.

Attachments

ZMZ_Max_export.jpg

ZMZ_Max_import.jpg

ZMZ_Zbrush_import_export.jpg

Hi Svan!

Thank you for taking the time to post detailed instructions. Having followed them, I succeeded in exectuting the script, but the newly written obj crashes ZBrush (without any error message), sometimes immediately after importing it to subd lvl 1, sometimes as soon as I hit ‘create normal map’.
I noticed you wrote I had to export the model from ZB with ‘Groups’ pressed. That way, all UV triangles become seperated (unwelded) in max and I have to weld them manually or create a whole new UV mapping (which I don’t want to with this particular model).

PS: When newly I import the script-generated obj into ZB (that is, not as level 1 of a subd object but as a new model), it looks fine, but it seems to crashes the program with commands like UV to texture and check UV.

I’d like to send you a *.zip withe the obj’s, but since your website seems to be down, I don’t know to which adress to send it.

Thanks again,

Bernhard

Nice one man. I look forward to trying it.

I hope Habware (or whoever is now responsible for this plugin) take notice of the dramas people are having and integrate the same changes you have done

ZaBenkei:send the objects to: [email protected]

Thanks, I sent them to your address.

Cheers,

Ben

Zabenkei:I checked the models and I will update the script in a few days because It doesn’t work correctly.

Thank you!
I’m looking forward to the updated version.

Cheers,

Bernhard

I made some testexports with your .obj-s and everything worked when I imported your Z modell to zbrush then I did the export from Zbrush,import to max,export from max and ran the script.I refreshed the model in Zbrush and everything worked without problems(uv check,new texture,uv to texture,subdivs,projection master and changed geometry)
your maxexport was wrong:((I don’t know why).
I suggest don’t weld the uv, export from Zbrush without Group option.
After you used unwrap or uvw map you should collapse the model to mesh.

Sorry but uv changes(in max) generate crashes in Zbrush after updating the model:( (it works only in special cases),so don’t modify the UV in max !

OK, got it.
Thank you anyway!

B.