ZBrushCentral

polypainitng to 3dmax 2010

This might have been asked but I have searchedand may have missed the answer. Im using zB3.1(havent updated yet because Iwant to finish a couple more models in 3.1 before hand) anyways my question is how do I go about taking a model that is pretty much finished, generating the displacement from the sculpting work, generating the textures from my polypainting and rendering it in max. Im not worried about UV coordinates for this model. Even though its topo is good. Its for a still. I dont want to use the renderer in Z because I need to know this info for future projects. Anyone wanna help me out. Thanks in advance!!!

Well, to start, if you want to render a model with textures in any other application, Max included, you need to start being concerned about UV coordinates. 1) they’re absolutely necessary, and 2) if they aren’t done properly it’s going to cause you problems:

  • visible seams in your renders
  • stretched and/or compressed textures
  • noticeable ugly areas in your displacement
    …just to name a few

This I know and for models that I have constructed in maya or max I do. However I would like to just use the zbrush exporter. I use to do it with 2008 with no problem but I havent used z for a year and forgot the steps. I know it is possible to render using Tiles made from Z with no seems. Like I said its a static render. I know how to Cut up UVs but for this particlar image it isnt needed I beleive. If I am wrong I stand corrected. BTW love your sketchbook:D