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Problem with zbrush morphs in 3ds max 2010

I’ve been having a problem with morphs created in zbrush affecting parts of the mesh which were not changed in the morph.

I thought the problem, may have been in the import settings in Max, but I messed around with these and it doesn’t seem to make a difference.

I reimported the base mesh into max from zbrush and that is fine. The problem seems to start when I add subdivision levels, even going back to lvl 1 and deleting the higher levels after making my changes, I end up with a mesh which is smoothed off and lacking in detail.

I have also tried switching smooth off in the geometry rollout and that doesn’t make a difference either.

I know I must be missing something here, and would appreciate it if anyone can tell me what.

HI,

Whenever you add a new subdivision level in Zbrush with the Smooth option turned on (Smt button near divide) it will smooth the new subdivision but also the previous levels.

If you need to subdivide the mesh then I would advise you to disable the Smooth button before subdividing. The next subdivision will not be smoothed and if you don’t touch certain areas they will not be changed at the lower level.

However, if your objective is to create morph targets it is not advisable to subdivide the mesh and go back. You should try to make all the changes on the base mesh and export it.

I hope this helps.

Best,
Z.

Thanks a lot for your response.
I was hoping that the higher subdivision
level could be used to make a normal map.

I suppose now I’ll have to go in and remake
all of my morphs.