How do I get a model I made in Max into Zbrush, and from zbrush into max? Is there a plugin I need, or is it just some simple import/export that I'm missing? I'm using Max 5 btw.
Another thing you should do before exporting is make sure that all the quads on your model are as equal sized as you can get them.
Don't tightly chamfer the edges you want to stay tight , without also making sure the subdivisions for the other quads are just as tight.
This is because Zbrush's subdivision method is a little dumb , or 'different' from what you would expect and needs you to ensure it is an equally sbdivided mesh for it to also equally subdivide it.
When you export your mesh from Zbrush, make sure you keep it under half a million polygons.
Make sure you download Polycruncher from www.mootools.com to use on your Zbrush edited meshs to optimise them by 80% , then apply an autosmooth on them.
Anything more than half a mil and polycruncher may crash.
If you can't export that small a section, then use the polygroups in Zbrush on a large mesh and export sections under half a mil seperately and they will seem like they are seamless in max after polycruncher optimisation.
thanks for the info. I tried importing a simpe sphere, it looks all funky. Like the verts got shifted slightly so it doesn't have a smooth surface anymore. Is there a way to correct this or do something different in the export/import?
Crank up the "# of Digits", this is the numerical precision of the file. I usually use 6. It's also a good idea to turn of "compress numbers" and "relative vertex numbers" for compatability's sake.
Hm, i just export the low version and modify that in max untill have what I wan't. Ror is probobly talking about the issue that we older system owners are running into. You and your silly blazing fast system!
However, i just wrote a quick little tutorial for beginners...
okkun: yeah, its not always a requirement to have all parts of a model be zbrushed but the UE3 normal mapping tools are superior to alternatives so we all bring back into max.
Soccerman: It just squares the model off when you are creating it. As in it does the same thing that holding shift and dragging while clicking off of the model does.
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to get it back hit the export option in the tool menu. And get yourself the practical guide it's worth it's weight in platinum.
[edit] Scratch that, the plugin I found decided it felt like working. [/edit]
Don't tightly chamfer the edges you want to stay tight , without also making sure the subdivisions for the other quads are just as tight.
This is because Zbrush's subdivision method is a little dumb , or 'different' from what you would expect and needs you to ensure it is an equally sbdivided mesh for it to also equally subdivide it.
When you export your mesh from Zbrush, make sure you keep it under half a million polygons.
Make sure you download Polycruncher from www.mootools.com to use on your Zbrush edited meshs to optimise them by 80% , then apply an autosmooth on them.
Anything more than half a mil and polycruncher may crash.
If you can't export that small a section, then use the polygroups in Zbrush on a large mesh and export sections under half a mil seperately and they will seem like they are seamless in max after polycruncher optimisation.
r.
http://www.3d-palace.com/tmas/video.php?vid=72
I have the divX and Xvid codecs on my PC. Probably best installing the divX one first, see if that works.
However, i just wrote a quick little tutorial for beginners...
http://www.sean-mcbride.com/tut/zbrush_tut01.html
r.