ZBrushCentral

Tutorial:ZBrush displacement maps in 3dsmax, metal ray

That code applies all the settings you need, including the RGB settings. What version of max are you using? Max should be able to use the maps made using that quick code…i haven’t had any problems with max 8, sp1, or sp2. Don’t worry about photoshop, you can bypass it altogether.

Otherwise you may be able to download the photoshop plugin found at http://www.openexr.com and follow the tutorial I posted on page three of this thread.

Max throws up an Image I/O error as soon as I try loading the .tif file saved from zbrush,
I’m using v8 sp1

I guess the .exr photoshop plugin won’t work for me on CS1 either as I have to open the file into photoshop to use the plugin…& as soon as it’s opened in photoshopCS1 it becomes 16bit

i’m trying to get those done. does not matter what render i use (mantal ray of vray) but it’s doesnt seem to work for me.

here’s what i did:

  1. base model in Silo
  2. imported as OBJ in zbrush
  3. assigned new texture (GUV button pressed)
  4. did my sculpting
  5. back to level01 for export OBJ and Displacement
  6. exported displacement (follow loads of different methodes)
  7. in 3dsmax import OBJ (turbosmooth), tryed several different displacement/renders techniques
  8. all output weird things, like very spickey displacement or weird black/white colors and such.

wondering if any1 can give me a few poiters what to look at?

pixelstudio,

have you dowloaded and read the ZBrush Pipeline Guide for 3ds max?

It provides a step-by-step for working between ZBrush and max.

http://pixologic.com/zbrush/class/zpipeline.html

Thanks for the tip.

I have the exact same problem as pixelstudio. As far as I can make out I am following the pipeline guide flawlessly.

Using regular 16 bit displacement maps I can get everything working fine, and at 4096x4096 I can get my sculpted detail reproduced fine, but with additional nicks and scratches and banding that I don’t want.

I got the md2 exporter for 32bit maps. All the indications are that that would fix the problem, as initially I did some tests that showed this, however for my current model md2 FAILS to produce displacement maps. It just says there was an error during displacement map generation.

What are the possible reasons for failure to generate a 32bit displacement map? Could it be an issue with the cleanliness of the model? (Admittedly there are a couple of triangles here and there and maybe 1 or 2 pentagons, but 99.9% quads, and guv’ed in zbrush).

afaik photoshop cs doesn’t support 32 bit. i can only choose between 8 and 16 bit.
so i wonder how these screenshots with the 32 bit mode are possible. do i need a plug-in?

thx

smokebox46and2 I cant find the ZBrush Pipeline Guide on the link that you gave, where can I find it now?

http://www.pixologic.com/zbrush/education/education-documentation.html

Hi guys, this is the first time when I’m trying to export Zbrush model to Max (version 8) and I’m having some problems with displacement… I did everything like in 1 page tutorial (inverted my map, put TurboSmooth, Reduced output from 1 to -1, displacement 50%, and etc…), but I’m still not having the same details that I have sculpted in Zbrush, here are the images:

Zbrush:

Max:

maybe somebody could advise me something? What I’m doing wrong?

P.S. sorry looks like, I’m having the same problem with the monkey :

gimno, try this
on Output, RGB offset -0.5
I always use 32bit maps with mental, and extrusion strengh 2,2 value, and works fine.

It looks like you may have forgotten to set the edge length to 0.5 pixels in the mental ray render dialog. The default is 2.0 pixels, this is isn’t small enough to recreate the detail…

I was rendering so far with the Scanline, but even if I choose Mental Ray I dont get needed results, I lowered the output level, changed the displacement intensity in material editor and I cant still make it work…

Here are my params:

And this is the result:

Mayby somebody knows what could be wrong?

i was allways having problems with the displacement maps in max, as well. untill i found the zbrush to max pipeline guide
http://www.zbrushcentral.com/zbc/showthread.php?t=35390
that schould help
the only thing i have to do different is that i put the extrusion strength to 2,2 not to 220

Ok so I tried to use Zbrush to Max guide and this is what I got:

now it looks almost like it should, but I get strange white lines on the model that I dont know where are they from… Maybe something is wrong with Uv’s? This model I made in Zbrush from scratch, so in Texture section I applied AUVTiles, then I pressed Uv Check and there were no red spots so I assume that I made everything right with the mapping? I’m kind of new with all the texturing stuff, so any help would be much appreciate. But maybe problem is in other place? Also it still looses some detail that I made in Zbrush, so if I awant them to be back I should increase Extrusion Strenght in max material editor? Please share your thoughts…

is the base mesh done in max ?
if this is the case you probably have some triangles
if not i don’t now ^^
to be honest i’m still having many troubles with displacement maps as well

No, I made this head from Zspheres…

sorry can’t help you out in this case :-/

This tutorial has been really helpful, but I’m getting problems at step 3.2, importing/exporting the model itself between 3dsmax and zbrush.
While checking my UV groups in zbrush I was trying to figure out why I had so many (in 3dsmax I laid out my uvw’s and arranged them to fit in the regular 1,1 space, so I should have just had 1, but I had many more). Newbie I am I started clicking around in the Texture submenu and got a pattern that looked very similar to the current distortion below (though much more cleanly laid out rectangles). I eventually gave up on trying to fix the UV groups and exported the base mesh. I first noticed something was wrong when my import options looked like this:

I went ahead and imported it, found out my UVW's were MUCH larger than the 1,1 space, resized it, and exported it back out. I imported over the old base mesh in zbrush, but upon going to the higher subdivisions they mesh distorted into this: [img]http://img431.imageshack.us/img431/821/help33ii.jpg[/img] Which, though distorted, looked remarkably like the pattern I had generated by blindly clicking on options in Tool's Texture submenu. Whatever setting I set seems to be blanketing all my older tool saves and won't reset. Is there any way to fix this besides a complete reinstall? Just as a test I imported into zbrush the original base mesh (which has changed some) and got no problems at all, so zbrush is definitely exporting with extra information which is causing this (problem not on 3dsmax's end). Sorry for the long story, just wanted to keep everything in context.

Edit: I tried importing through Maya and didn’t have a problem bringing it back to zbrush. Maya seems to discard whatever extra information is riding on the zbrush export (as long as Creat Multiple Objects is set to false in its import options… if it isn’t the model becomes even more distorted upon being brought back to zbrush).
I also did a little test with the original low res base mesh I made in 3dsmax (which hasn’t been touched by zbrush). I imported it back into 3ds max and it also had 2 groups: default and box. Perhaps I exported it incorrectly from the very beginning? Box was just the name of the actual mesh (since I started from a cube).

If you are trying to track down the price of Mental Ray
you get passed of to their resellers. Some of the don’t even
know what Mental Ray is.

This has discouraged me from attempting to use this software.

What other tools are available?

Thank you,