Going from Dynamesh/Polypainted model to 3DS Max


#1

So I’m in a bit of a jam. I have a project due by Tuesday and I’m finally bringing in the character sculptures from ZBrush into 3DS max (It is for still shots - not animated). I used Dynamesh to create my models and then used Polypaint to texture them. Now, I’ve realized my mistakes (and not re-topoing the model before painting) but I need a means to get out of this jam. I tried using xNormal but it didn’t work out like the tutorial showed…(even after doing it again and making sure I followed it seamlessly - though the tut is from 2009).

So this is what I’ve done…

I’ve decimated to make a lower-res model that I want to use in 3DS max, split it into polygroups, and used ZBrush to pull out UV’s that are good enough for me. I also used GUV on the high-res model and then tried to use XNormal to get the high-res to bake into the lower-res model…but something was wrong.

Anyone have a method that will work for me?

Thanks!


#2

it might be your other app does not understand GUV try zplugin UV Master

  take your Dynamesh and tool>duplicate
  then divide the mesh kind of high
  then tool geometry >freeze subd
  then tool geometry >ZRemsher
  then tool geometry > UN-frezze
  then make sure RGB is on (top of the UI)
  then tool>subtool PROJECT ALL ( if asked to apply polypaint say=yes)
  then zplugin>UV master for new uv
  then for your image texture
  tool>texture map>create>new from poly paint

now you have a high and low good mesh from zremesher that you can use your texture on,
if your other app does not look good with the new mesh and texture then you may need to find out what UV’S work well with it


#3

Here is the fix for anyone who might be interesting.

I decimated the model down to the polycount I wanted…then saved it out as a different name. Loaded up the high res and then appended the low res in the Subtools. Then I selected the low res and projected the detail onto it. Then UV Master worked like a charm and I was able to save out a UV’ed and textured obj that 3DS Max picked up easily. WooohoooO!


#4

ZRemesher = Quads plus good edge flow
decimate = triangles with no edge flow
your going to have more control editing polygons as Quads

if your going to use decimation then use it as the Last resort.

if you have a low poly model and you want it to appear to have high poly detail in 3d max then you can do this by creating displacement map in zbrush,
in other words you can have a subd 1 in zbrush and export to max and make it appear to look like subd 6

the image below is subd 1 with displacement map
active points 8
http://i.imgur.com/UMiqBrS.jpg


#5

This script works with polypaint in 3ds max. It will also let you bake in Max similar to xnorm.

http://www.scriptspot.com/3ds-max/scripts/polypaint

Their is also one for Maya floating around but I dont have the link.