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Max to Z brush to Max again

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Centipix vertex
So I'm making a low-ploy game model its about 5000 give or take and I put it into Zbrush to do some high quality sculpting on it. I then exported the detail out as both a diffuse map and a Normal bump map to put on the model in Max which mapped out from the beginning by me. However the textures on the Max side of things look horrible, in comparison to the Z brush counterpart. Is this normal, or am I missing a step? 

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  • Lamont
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    Lamont polycounter lvl 16
    Screenshots would be of great help.
  • Centipix
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    Centipix vertex
    In this situation the work is a little sensitive and can't really be shared at this time. I was hoping that I could receive some general advice based on my description alone. However if that is too much a deterrent for assisting me, I understand.   
  • xvampire
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    xvampire polycounter lvl 14
    in 3dsmax in  the current viewport setting, you must set all the viewport texture quality to maximum 4096 https://forums.autodesk.com/t5/3ds-max-3ds-max-design-general/solved-texture-map-resolution-course-low-in-nitrous-viewport-not/m-p/4287725
  • kanga
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    kanga quad damage
    I am not exactly sure what you are doing but, the best process is to detail (make) your model in ZBrush, export it to Max (can be a decimated version, build your lowpoly cage on top of the template (imported model from ZBrush). When your lowpoly cage is complete then do it's UVS in Max. Export the hirez model from ZBrush complete with polypaint and colorize turned on, at its highest subdivision to your HD/SSD. You use the 2 meshes to generate texture maps, you can use XNormal f you dont want to import a hirez model into Max (I find this last to be very convenient). If you use XNormal you can put a projection modifier on your lowpoly model (or not, some folks here dont and still get good results) and use the XNormal export options to send your lowpoly to the HD/SSD, point XNormal at both versions and cook! Use the generated textures on your lowpoly in Max, it does a good job of previewing. Trying to use UVS from a Blank or Stub and then altering the model post is not a good idea at all. Whatever you are doing you will stretch or alter the poly texture info and the point of UVS is to order and relax that data. My appologies if you are not doing that but from your post I am guessing this is the case.

    Cheerio
  • Lamont
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    Lamont polycounter lvl 16
    Centipix said:
    In this situation the work is a little sensitive and can't really be shared at this time. I was hoping that I could receive some general advice based on my description alone. However if that is too much a deterrent for assisting me, I understand.   
    It's just that "horrible" is such a broad term. When you say "horrible" do you mean very low res (outlined above)? UV's are borked? Normals are borked? Very dark textures? It could also be a combination of your mat-cap being applied to the material at creation, but at bake and it looks off (if dark). Your shader in Max may not be set up correctly.

    If you can't post pictures, being VERY descriptive would be another way to accurately solve your problem.


  • Ruz
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    Ruz insane polycounter
    I think that zbrush viewport is very forgiving and that max tends to show more of the faults. just get used to using max as the yardstick rather than zbrush - its not just the textures, because zbrush has a weird perspective too, so i would check it in max regularly.
    re polypaint , just convert to texture and export for tests.
  • musashidan
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    musashidan high dynamic range
    Ruz said:
    I think that zbrush viewport is very forgiving and that max tends to show more of the faults. just get used to using max as the yardstick rather than zbrush - its not just the textures, because zbrush has a weird perspective too, so i would check it in max regularly.
    re polypaint , just convert to texture and export for tests.
    This is a good point. Most people sculpt using matcaps which can be very deceptive. Using the basic material and constantly adjusting the light (or better still bridge it to Keyshot for true 3d lighting) to observe the forms under light and shadow is a must. Matcaps will generally not give you a true representation of your sculpt.
  • Centipix
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    Centipix vertex
    I will I think everyone for their help,I think the viewport if she was my problem. However I did not know of the despective perspective that Z brush has,something to keep in mind for the future. Thank you everyone again for your assistance.
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