ZBrushCentral

texture export problem from goz and max

I am building 3d models for importing inside ibook for ipad.

I texture ( through poly painting) and decimate the models in zbrush and then take them to 3d max through goz.

Now from max I am exporting to open collada format using open collada plugin, normal 3d max collada doesn’t work well with ibook.

Its exports the model as dae but the textures created are very big and heavy tiff files about 100 mb ( for all the subtools), these textures are crashing ibook when imported .

Can anyone tell me how to change the texture format or size so that they do not stay big and heavy and ibook stops crashing?

Ibook normally allows 1024 max resolution for textures and 45000 polygons.

Any help will be appreciated.

The obvious answer would be just to change image size in PS and save out as a different format, ie JPG. ZB now exports to JPG also and you can always reduce the size of the map before you generate it in the UV section.

Is there more to the issue here?

Yes I have tried that, but the textures I get after exporting from max, if I change their extension or save them as jpeg, they get unlinked from the model, when importing in ibook.

Also I use uvmaster to unwrap the uv, I do not use the guv or auv section. Fix the seams in uvmaster, Then simply paint the texture and apply it under tool> texture from polypaint and use the goz button. Am I missing any step?

Hi,

Even if you are using UV Master to unwrap your model you must still set the map’s resolution before you take this step. You will find the slider for this under the normal UV section, so just change it to 1024 or less before you unwrap and the map should be drastically smaller in file size.

I’m not exactly sure, but after you GoZ/import your model into Max, why don’t you change the map assigned to your mesh in the material editor to the converted JPG (from PS or ZB) and then export to the collada format for use with your ipad.

Lastly, I hope your models aren’t going to be animated characters because decimated meshes wont animate properly…

Thanks I will try that.

I am using max after a long time hence no idea how to change the texture inside it.

Will have to do more research.

No its not for animation.