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.