ZBrushCentral

ZBrush and 3dsMax Question.

I just wanted to ask you guys whether you expand your geometry after taking your base model inside zbrush (From whichever program you use to make). How much do you rely on it? Because I expand my model to let it have more mass and well when I imported it back to 3dsmax, didn’t work out very well even with displacement modifier. I imported the the base model Subdiv 1(2) back in it, its a little better but somehow my UVs shifted a little bit. I think I’ve done everything right. I create my model, unwrap it in max and imported it with the uvw co-ordinate etc etc. So I’m thinking here that maybe I missed something here. I know one way to recover from this is to do a rotopology.

Anyways I hope I am making sense, just needed someone or a couple of you to tell me your technique. Thanks Alot.

Your question doesn’t really make a lot of sense. It kind of jumps around, and never does say what you’re actually trying to do.

Could you please state what your goal is, and also the steps that you’re currently following?

My question is , do you expand your original geometry(say you have make a simple arm in max and wanted to make it muscular in zbrush) for example - Make the arm more big or shaping it as a whole in zbrush?? If so, when you take it back to 3dsmax what method do you use to apply those changes you make in zbrush? Displacement map, normal map, Bump map etc works good for applying textures but whenever I change the original shape of my geometry in zbrush, never really works good in 3dsmax( my uvw maps are layout good too in max). So my question is do you retopologised your mesh from zbrush when you bring it back to max or is there some other way???

I hope you can understand I dont know how else to explain :rolleyes:

Why don’t you just export the new version of the model from ZBrush as an OBJ?