

Video tutorial: ZBrushElephant.wmv (3.075 KB)
Hear are some guidlines for using ZBrush normal maps is 3dsmax. Generate you normals maps with the ZMapper tool, remember to use the right configuration file. Download it here: 3dsmax8modifiedE.zmp. The default 3DS Max7_TangentSpace_BestQuality.zmp file causes artifacts at the seams. Export the normal map to a file, use the *.bmp file format if you want to use the realtime preview in the 3dsmax viewport.
Import the mesh into 3dsmax and assign a material. Assign a Normal Bump to the bump map slot.

For a realtime preview in the viewport you use the DirectX 9 Shader material. (You must have DirectX 9 enabled). Use the RTTNormalMap.fx DirectX 9 Shader. Comment: mental ray doesn’t support DirectX 9 Shaders but for the scanline renderer you can use a standard material. If you don’t have a diffuse map (yet) you can assign a single color bitmap.

This is a screendump of the Troll with the DirectX 9 realtime shader.

This is a screendump of the Elephant with the DirectX 9 realtime shader. The Elephant uses AUV mapping.


This is realy great. I will edit the above post and remove the part with the seam problems.

i do all the settings as illustrated, when using directx i dont see the proper high res mesh in the viewport,all i see is my low res mesh colored in blue 


your mesh seems so smooth in the viewport with iterations set to 0
at my viewport with iteration set to 0 it looks crappy…the only thing is to set render iterations to 2 ,which pretty much does exactly the same thing as meshsmooth…so i don’t know. i hoped that it wasn’t just my problem and that maybe other users will say they face the same issues,any way it’s remain a mystery to me…
