View Full Version : zbrush->3ds max problems
yuriythebest 04-29-2007, 06:13 PM why o why isn't there an 'export for 3ds max' button :)
I followed many tutorials, yet I still have this problem with displacement maps in 3ds max & vray.
1.I export the obj mesh from 3ds max either with a uvw map or I add GUVtiles in zbrush
2. add detail in zbrush
3.create & export disp. map
4.export obj from zbrush & import to 3ds max.
5. add a 0-subdivision turbosmooth in 3ds max to the object, on top of that a vrayDispModifier
6.Add the disp map to the disp map slot in the vrayDispModifier, make v=-1 and color range from -1 to 1
7. the result has lost detail and has some artifacts in complex edges. What am I doing wrong, what should I do???? please help!
http://img233.imageshack.us/img233/5499/zbrushquestionsc1.jpg (http://imageshack.us/)
I exlpored this issue on a different mesh. The artifacts are gone because it is simpler, however there is still the loss of detail 'at low altitudes' as if it is just cut off.
http://img233.imageshack.us/img233/5425/zbr2ge0.jpg (http://imageshack.us/)
oh, and in case anyone is wondering these are metal shards.
please someone help!
What is the correct way???
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}-{obbes
04-29-2007, 09:30 PM
I dont use 3ds max myself so i cant be sure on this, but the maps you export from zbrush are tailored for the low res you exported at. So when you then smooth the mesh before putting it on, you're changing the topology and then adding a displacement map that was written for a lower poly version.
The whole point of the displacement map is that you can take that model directly and then not do anything else to it in your 3d program.
Try it, if it still fails then sry.
yuriythebest
04-30-2007, 11:35 AM
}-{obbes, thanks for replying, yes, I'm aware of that fact. My problem is not that the high res detail is not displayed, but that anything below a certain height in the map is cut off (like there is a plane or a flat sea) below it, I think its got something to do with bit depth.
Here's another attempt to illustrate the problem:
http://img230.imageshack.us/img230/4319/zbr3ku9.jpg (http://imageshack.us)
aaraaf
04-30-2007, 04:29 PM
Hey there yuriythebest!
I'm new to the whole ZBrush thing, and not necessarily getting the results I expect but there is a setting in the materials of Max that addresses this very issue, and it's discussed some on the Pixologic boards.
In the material editor (in Max) go to the bitmap for diffuse, or wherever you have it setup at... It could just be a bitmap material that Max references in its diffuse modifier.
If you go to the bottom of the map's Bitmap section in the material editor, and open the Output panel there is a curve editor there. You need to set the curve beginning to be the negative of whatever the curve ending is. Usually this is -0.5 for the beginning and 0.5 for the end, so that the overall value of absolute black to absolute white is 1. This gives you a lot of control... sort of like using levels in Photoshop, but interactive. This lets the Zbrush materials 0 be the same as Max's... they just initially see 0 as different points.
Max sees black as 0 and flat, whereas you need Max to see black as a negative number and middle grey as 0, and thus flat. This curve does that.
I hope this makes sense and helps... I can post a jpg later if it doesn't do much of either! :D
yuriythebest
04-30-2007, 07:16 PM
Hey there yuriythebest!
I'm new to the whole ZBrush thing, and not necessarily getting the results I expect but there is a setting in the materials of Max that addresses this very issue, and it's discussed some on the Pixologic boards.
In the material editor (in Max) go to the bitmap for diffuse, or wherever you have it setup at... It could just be a bitmap material that Max references in its diffuse modifier.
If you go to the bottom of the map's Bitmap section in the material editor, and open the Output panel there is a curve editor there. You need to set the curve beginning to be the negative of whatever the curve ending is. Usually this is -0.5 for the beginning and 0.5 for the end, so that the overall value of absolute black to absolute white is 1. This gives you a lot of control... sort of like using levels in Photoshop, but interactive. This lets the Zbrush materials 0 be the same as Max's... they just initially see 0 as different points.
Max sees black as 0 and flat, whereas you need Max to see black as a negative number and middle grey as 0, and thus flat. This curve does that.
I hope this makes sense and helps... I can post a jpg later if it doesn't do much of either! :D
yes, thanks, though I already have it set-up
aaraaf
05-03-2007, 02:47 PM
Hey there yurithebest!
Did you get everything working?
If so, what did you do? I'm new to the whole ZBrush to Max thing, and just trying to build up answers to problems I might encounter.... :)
Thanks!
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