Hi there Zbrushers
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
Attachments


Hi there Zbrushers
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>


Hi Pendarn, a great thread you have started here. I too am quite new to zbrush sculpting and have managed to export
my low poly mesh along with a texture, displacement and bump map via the Goz function into 3dsmax.
I too have a very shiny look to my model when rendered with mentalray using the default shader that GOZ
creates. The model also seems to lose a lot of the finer detail that I assume the displacement map is able to
recreate?
I have seen a number of threads which recommend applying a turbosmooth modifier to the model and then setting the
render iterations to a number that will match the polycount from your highest subdivision in Zbrush. Having
tried this method I seem to get render times of upwards of 30mins to an hour for one frame at 1920x768 and the detail
is still not representing fully its zbrush counterpart.
I too look forward to hearing any information that anyone can kindly offer on this subject.
Many Thanks,
Zub
Core 2 Duo 1.86ghz
6 Gigs of ddr2 ram
Nvidia 8800gts 640mb GPU
Hi. I’m new in ZB too… and I’ve looking info about ZB-MAX whole month. and still continue the searching. Now I found out that firslty you have to read this, before making the sculpting in ZB for rendering in 3Ds MAX… http://www.scribd.com/doc/39064/ZBRUSH-TO-3ds-Max-web
http://www.zbrushcentral.com/showthread.php?t=75340&highlight=goz+max