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Zbrush4r2 to Max
show user profile  3joez
I'm trying to make goZ work with max (2012).

So I'm reading and testing everything I can find on the internet but...
pixologic documentation is poor, twisted and totally messed up, to be gentle.

I went here
http://www.pixologic.com/docs/index.php/ZBrush_to_3ds_Max

to read official, quite long and boring documents, then, in the last lines: "...with the future release of Zbrush2..."

WTF?

Why can't they spread over the web a single updated manual with everything inside?

Anyway has any of you managed to make the geometry with polypaint, normal, and disp fly
correctly from Z to Max?

Normal map is giving me problems. Do I really need it or can I work only with disp?
Do I have to set it to tangent? Flip the green channel? Or does GOZ flip it by itself?

Too many question, I know, but I will be happy to discuss.
read 689 times
10/29/2011 12:40:46 AM (last edit: 10/29/2011 12:40:46 AM)
show user profile  K-tonne
never really used Goz
here's some info you might not have seen:
http://www.zbrushcentral.com/showthread.php?125810-GoZ-Update-1-with-Photoshop-Support

Website and Portfolio

read 684 times
10/29/2011 1:11:51 AM (last edit: 10/29/2011 1:11:51 AM)
show user profile  3joez
Ok, so I assume normal map goes without flipping G and with tangent and adaptive on.
Is that right?

How do you set up displacement maps in Max, using fast skin + displacement shader?
I'm inserting the displace in the "3d displace" slot but, even at 0,001 settings, it shoots vertices all
around the screen. As if the model has been blown out.
read 665 times
10/29/2011 9:39:52 AM (last edit: 10/29/2011 9:39:52 AM)
show user profile  K-tonne
GoZ will flip the nm's green channel i believe yeah

should be just a case of transferring the displacement settings from the GoZ setup to the sss+ disp disp slot if they worked in the first place
the scale conversion factor might help if you diddle with it

again- not really a disp expert- done some but not in my day to day stuff- and not with the current zb version at all
apologies
i think soontekk has some knowledge of GoZ as i remember him sorting some problems he had with it out on ZBC

Website and Portfolio

read 653 times
10/29/2011 5:50:49 PM (last edit: 10/29/2011 5:50:49 PM)
show user profile  scotchforgothispasswordagain
Anyway has any of you managed to make the geometry with polypaint, normal, and disp fly
correctly from Z to Max?


Polypaint won't go, you'll need to convert it to a texture in ZB first. But if your ZB tool has a texture map, a normal map, and a displacement map assigned and active then GoZ should make a pretty good stab at setting up a simple version of it in Max. It's definitely worth letting GoZ set up your displacement map and then copying the settings into your real shader rather than try to set them up manually. Getting displacement working properly (i.e. so that the details are all correct, and there are no artefacts) is really tedious.

BTW, GoZ sets up displacement as a Height map type, not a 3D Displacement map type.

Normal map is giving me problems. Do I really need it or can I work only with disp?

Depends on your model and what you're doing with it. What kind of problems are you having? It's generally much more difficult and costly to use displacement for high frequency details so it's only worth it if they affect the silhouette, otherwise a normal map is easier to set up and will look better. Personally, I don't use displacement for pre-rendered stuff at all any more, I just export the highest subdiv level that's still usable in context in Max, and then render out a normal map between that mesh and the top level sculpt in XNormal (does a better job than generating it natively in ZB), but even if I was using displacement I'd still use a normal map in addition to displacement.

Do I have to set it to tangent? Flip the green channel? Or does GOZ flip it by itself?

You can set it to tangent and flip the green channel when you generate the normal map, but I can't actually remember what GoZ does about the green channel, or about the fact that ZB's UVs are flipped vertically. It wouldn't take more than a minute to check every combination though.


read 627 times
10/31/2011 11:19:17 AM (last edit: 10/31/2011 11:19:17 AM)
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