1. #46
    Member Follow User Gallery
    Join Date
    Jun 2007
    Location
    West Coast Canada
    Posts
    67

    Default Apologies are directed to 3am_

    3am_ .,.. no offence intended.
    It was my mistake regarding the http://www.zbrushcentral.com/zbc/newreply.php model.
    This leaves me wondering how blanktarget's project is progressing now that he has Blender.
    I also found installing the latest version of Python gives me Collada full export in Blender.
    The Collada export allows you to export Blender then import into Unrealed for UT3 map content
    Doing the best I know how,with the tools I have .
    http://www.cgmystic.com/

  2. #47
    New Member Follow User Gallery
    Join Date
    Dec 2006
    Posts
    19

    Default

    Hey thanks for checking up on this I haven't had a chance to work on it again just yet, got really swamped with other projects and stuff. I hope to work on it late tonight or tomorrow

  3. #48
    Member Follow User Gallery
    Join Date
    Jan 2006
    Location
    Montevideo, Uruguay
    Age
    34
    Posts
    53

    Default solution

    hey, theres a thread on this subject of renderings displacements in max
    http://www.zbrushcentral.com/zbc/showthread.php?t=52762
    ive tried rendering in mentalray and in vray and both work exellent
    the tutorials is in spanish, but if you wanna give it a shot and cant read spanish maybe i can ask the author to let me transalte it
    good luck

  4. #49
    Senior Member Follow User Gallery
    Join Date
    Mar 2008
    Posts
    292

    Default

    Hi, i dunno if this might help those who want a zbrush to max pipeline
    http://www.zbrushcentral.com/zbc/showthread.php?t=59918

  5. #50
    Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    Atlantis
    Age
    42
    Posts
    88

    Default

    It seems Zbrush - Max integration looks more easy and fluent than Zbrush/Maya workflow.

  6. #51

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