There is a script to actually import the ZBrush Sculpt with Polypaint into 3DSMax (ZBRush made its own modifs to the .obj format and saves the vertex color info in it). Use this script (I just tried, it works fine with Max2017) : http://www.scriptspot.com/3ds-max/scripts/polypaint Just for info, using 3DCoat you can import…
You tricked me. I was reading over that stuff and I didn't have any idea what they were talking about. Still interesting but that is for Maya. The OP's question was about Max not Maya.
Yep, Just look up render to texture (3dsmax) and you can bake one or multiple types of textures. and decimation master (zbrush) to lower the poly count down so you can import into max
Technically possible, yes. But it depends on how many polys you will be importing and what kind of hardware you have if you can actually work with large amounts of data in the viewport. In general max works best when millions of polys are split across many objects. If its all stuffed into one object, max tends to slow down…
It might take a while if you have millions on polygons, but still it's just a click, it does it by itself. You can even lighten your mesh with decimation master and "Keep Borders" and "Keep UVs" to make it faster and easier to work with within 3ds max afterward.
Yep, exactly. Max should be able to read OBJ files containing Polypaint info - NO TEXTURE! - and bake the vertex color onto a low poly textured object. But you can do it in Zbrush by: 1. polypainting a hipoly and make a retopo from it 2. import retopo into Max, fine-tune the Unwrap as you want 3. import back the UV-d…