Hi everyone,
I'm glad to hear some voices in this cave (post), I've been losing hope
When I was looking in the GoZ maxscript file, I could see there is some code for map (textureMap, normal/bump map, displacement map) but normal and displacement have been commented.
In the function "ExportMaxObject_xmax", there is :
local diffMapProp = undefined
if (isProperty maxObj.m_node.material "diffuseMap") then getProperty maxObj.m_node.material "diffuseMap"
if (diffMapProp != undefined) then (WriteLong file 8
local count = diffMapProp.count+1
WriteLong file count
WriteString file diffMapProp
writePaddingData file count
format "diffuseMap : % \n" maxObj.m_node.material.diffuseMap
)
else
(format "NO diffuseMap \n"
)
so you can see that it looks for the diffuse map but it does not store the result.
I tried to change the code by taking example from the commented code of normalMap but it didn't work either.
By using GoZ from 3ds max to ZBrush, it keeps the materialID (polygroups in ZBrush) so i've been thinking textures would be applied to the mesh.
I know i can do it manually but if I send lots of meshes with lots of material (or multimaterial), this will be annoying and users will lose lots of time.
I'm working on a pipeline where a mesh can be sent several times between Max and Zbrush to create Morph for animation purposes.
If they have to set the textures each time they send the mesh ... I don't tnik they will like it.