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Zbrush GoZ to 3ds Max, Material shader is not created automatically

GoZ is working great for tossing the mesh back and forth between 3ds Max and Zbrush. However it is not working for maps. I watched the pixologic tutorial on it and I guess the GoZ plugin is supposed to create a new material with Diffuse,Normal,Disp maps. My Zbrush model has diffuse, normal and disp maps active but when it comes into Max it just has a standard blank material
Any Ideas?

Additional info;
UV's where laid out in Max.
MaxScript Mini Listener says "isDXActive() == false -> use standard material only!"

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