| Make a simple thing in max and develop it in ZBrush Make a thing in Max
Make sure you download and install max2obj6.zip from http://www.habware.at/max6/Max2Obj6.zip Export
to OBJ ... Import
into ZBrush ... In edit mode, rotate/spin into your desired position:
Go tools/Geometry/Divide ...
If you get your tools messed up, initialize:
Settings for exporting models from Max to ZB, and then back again so that XYZ always stays XYZ. Texture/displacement/normal/alpha maps will still need to be flipped vertically manually when importing and exporting them from Zbrush. The setting
of # of digits = 6 in the export from max is crucial for your UVW map. That import stuff is in the preferences of ZBrush ... the scale is 4 ...
The export stuff is at the very bottom of tools. Scale is 1.
You
can save the current ZBrush tool (be sure to use the ZTL format so that
all subdivision levels are saved), and when you find out how to get
the correct UV's exported from Max you can do the following in ZBrush: What if I am using Deep Exploration? Make your mesh all 4 sided and high res ... In any case: MAKE YOUR UVW map or UVW UNWRAP!
Save as ... at the very bottom ...
Here are the default settings
Import the mesh ...
In ZBrush, make a morph target.
Subdivide as high as possible in ZSBrush
Make a new texture, 4096x4096
Work in Projection Master ...
Work on your guy in Projection Master then PICKUP and rotate as needed ...
Drop again to rework ... in projection master the marks have a tone, after they are picked up they do not ... Lower res back to 1 ...
Switch back to morph target ...
Create the displace map ... DPSubPix = 2 4096 DPRes ...
Be patient this can take a while ... watch status bar at the top. Go to the Alpha palette, select you new map, and export to PSD:
Open in PSD ...
Adjust levels ...
A torus with Unwrap ...
worked on it in Zbrush ...
Corrected levels in PSD
In max ... the mental ray material ...
At the bottom of the Renderer rollout of Render Dialogue:
The render:
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