Home Technical Talk

GoZ to 3ds Max

Hi guys I was just wondering if you could help me. Here has been my pipeline.

High poly in zbrush
Poly Paint
Retopologize
Project all onto new low poly mesh
create UVs and Maps

Now everything up to here works fine but now i am trying to Goz over to 3ds max to animate the low poly mesh but when i render the mesh it is terrible quality. This is the render i have taken in max. Any ideas why it doesn't seem to be translating properly?

Thanks

219ur2c.jpg

Replies

  • Psyk0
    Offline / Send Message
    Psyk0 polycounter lvl 18
    My guess would be smoothing groups are not set on the low poly, or zbrush decided to bake faceted polys along with the paint? I never use zbrush for painting and low poly so i'm not sure...

    How does the retopo look? How does the high poly painted model look? (show screen grabs, not renders on a black background / unlit model)
  • cryrid
    Offline / Send Message
    cryrid interpolator
    Here has been my pipeline.
    High poly in zbrush
    Poly Paint
    Retopologize
    Project all onto new low poly mesh
    create UVs and Maps

    Now everything up to here works fine but now i am trying to Goz over to 3ds max

    Since all that seems to have been done in zbrush, did you use it's Auto UV options to create the UVs? Generally that would give each face it's own UV island, which could contribute to the appearance like that (texture wise those autoUVs would be fine with some padding, but I'm not sure how well they'd hold up when trying to display normal or displacement maps). Disregard if you used UV Master.

    You'd probably be better off baking the maps in Max. You would have more control over the result, a more synched tangent basis, etc.
  • furrygiblets
    Yeah i did use UV Master :D

    How would i go about baking the maps in Max? Any tutorials?
  • furrygiblets
  • cryrid
    Offline / Send Message
    cryrid interpolator
    Start showing your maps, the model, etc
Sign In or Register to comment.