ZBrushCentral

Zbrush displacement for max2008

I’ve been trying to figure out how to use Zbrush 3.1 for creating displacement/bump maps in 3dsmax2008 and everywhere I’ve been on the forums, there seems to be the general idea that it’s not possible. Today I have it working and so want to share this with the community. Please ignore this thread if it has already been posted elsewhere.

My processs goes like this:

  1. Model your low poly mesh in 3dsmax as an editable poly, add a standard material and unwrap uvw.
  2. Clean the uv’s up, fixing all overlapping and flipped poly’s.
  3. Export the mesh to .OBJ and check Object/Polygons/Texture co’/Normals/Smoothing Groups (this should be your default).
  4. Open Zbrush 3.1 and import your new .OBJ
  5. Start Sub div’ and detail your mesh as you do.
  6. Once you’re done with Zbrush, return the sub div’ level to 1 and goto normal maps.
  7. Set smooth uv and adaptive and the map size you want then click create.
  8. The normal map of your highest level details is added to the models texture. Export this texture as .BMP pref’.
  9. Return to max and add the new .BMP to your materials, bump or displace slot and click show map in viewport.
  10. Goto your unwrap uvw, click edit, select poly mode, select all the poly’s and click Mirror horizontal. The map will now line up with your models uvw’s.
  11. You can now convert your low poly model and sub d’v for smoothness and your new normal map will stay mapped nice and snug !

Hope this helps anyone that was stuck as I was

Phil

I know is asking too much. But wouldn’t you be kind enough to make a screen capture of your process ? Please.
Sincerely.

Hi cgicore,

I actually make use of the Multi Displacement 3 Zplugin now with Zbrush to Max 2008, but I will indeed make you a little tutorial to expain this process with screenies. Hopefully I’ll have a chance tonight.

Phil

Ok here goes my 1st ever tutorial. Please bear with me as I’ve never attempted this before.

  1. Create your low poly model in max. Here I’ve used a cube for a basic example.
  2. Add a Unwrap UVW Modifier
  3. Click Edit to begin Unwrapping the Coordinates.
    process1.jpg

To add to this you can make use of the normal map for normal mapping low poly characters etc… but I find it can be very useful for fine detail by exporting the displacement and normal maps seperately at different DpSubPix Levels

Hope this has helped

Phil

Attachments

process2.jpg

process3.jpg

process4.jpg

process5.jpg

process6.jpg

process7.jpg

process8.jpg

Thats a good flow the only thing I would do is before exporting your model from max I would “reset x-form”.

Hi philipbruton,

Thank you so much for spending your time to create these fantastic screenshots. However, I am stuck in the point 19.
Sorry for not being able to follow all way through. If you could further explain with few more screen shots from point 19 please.

Thank you so much really for all your time and kindness in helping me and others. Very much appreciated.

Thanks, Philipbruton, I also had a problem with normals/flipping, after so much searching your tutorial finally gave me a clue what’s going on and solved it :slight_smile:

nice…i looking forward to this tutorial…

thnx

:slight_smile: