Basic question on zbrush to 3ds max workflow


#1

Hi,

I don’t really have a clue when it comes to export from zbrush to 3ds max.

We’re talking for stills here, not in-game or animation.

Is the general practice to export the lower subdivision or higher subdivision?

Trying to guess here because I can’t find any tutorials on the subject, but my guess is that you export the lower res and unwrap from there and then make normal/cavity/etc. maps from the higher res mesh, import the low res into 3ds max and apply the maps?

Please someone get back to me on this, there’s very little personal help available for beginners.


#2

use the GOZ plugin
it will set the lower subdivision then send it to max .
GoZ will also transfer ZBrush produced Texture, Displacement, and Normal Maps into your target application

the reason it send the lower subdivision is because there is not to many apps that handle high polycounts like zbrush


#3

Thanks for getting back to me!

Yeah I’ve seen a few mentions of the GoZ export options. Might have to look into that. Currently learning how to export things separately.

I gave it a try, exported the normal, displace etc. but my low poly ugly model, still just looked low poly and ugly, so I must be missing something.

And my cavity maps looks like one pixel wide dots with no AA, which is very odd.


#4

i dont use 3ds max but in some apps you will not see the effects like displacement maps until you Render it.

you need to make sure your texture maps are correct for 3ds max, some maps need to be Flipped,
depends what app your using.


#5

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