1. #1
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    White Beach, Spain
    Posts
    145

    Default qp Manual: From ZBrush to 3DsMax (English) Translated by Sinyendil

    Translated by Sinyendil(thanks!) & some minor fixes and changes by me.

    Translation open to suggestions.





    1.jpg


    Click here for Spanish Version





    From ZBrush 3.1 to 3DsMax 9








    1.- CREATE OR IMPORT THE BASE MESH

    Option A.- Create the mesh in Zbrush with Zspheres. Jump to step 2.

    Option B.- Import a mesh created in 3DsMax.
    Create the mesh in 3DsMax and then export it as .OBJ using this configuration:
    2.jpg

    In Zbrush select the tool “PolyMesh3D” so that the submenu “Import” shows up in the menu “Tool”.
    3.jpg

    Import the mesh using this configuration.
    4.jpg

    2.- SCULPT AND/OR TEXTURIZE:

    Subdivide the mesh as many times as necesary (Ctrl.+D) and we sculpt untill we fall on our asses.

    3.- APPLY MAPPING COORDINATES:
    Option A.- The mesh has mapping coordinates previously created in 3DsMax or any other software. Jump to step 4.

    Option B.- Create mapping coordinates in Zbrush.
    At this point is recomendable, if we have already finished our sculpting fase, to go to the level of subdivisión that we are going to export to 3DsMax and delete the lower levels.
    Go to the lowest subdivision level.
    Activate mapping coordenates clicking on “EnableUV” in the submenu “Tool/Texture”.
    5.jpg

    Apply “GUVTiles” or “AUVTiles” (I prefer the first one since the mosaic it generates is nicer to see )
    6.jpg

    (Optional)
    Click on “Uv Check” [1] and up to the highest level of subdivision to check the the mapping does not have any “stiches” or blank spaces, in which case we repair clicking on “Fix Seams”[2].
    7.jpg

    ("UV Check" creates and applys to the model a grey texture that we can deselect once we have done the checkin.)
    8.jpg

    4.- CREATE THE DISPLACEMENT MAP
    Go to lowest level of subdivision.
    In “Tool/Displacement” menu click on “Create DispMap” using the configuration shown on the image.
    9.jpg

    "DPRes" adjusts the resolution or size of map we are creating. 2048x2048 would be an acceptable size, though we can create maps of up to 4096x4096.


    5.- EXPORTING THE DISPLACEMENT MAP USING “DISPLACEMENT EXPORTER 3”
    Make sure that the displacement map generated is selected in the “Alpha” box.
    10.jpg

    And Open Displacement Exporter clicking on “DE Options” inside the “Alpha” menu
    11.jpg


    Set it as shown in the image. Manualy or introducing DE-LAGK-EAEAEA-D32 as Quickcode, export clicking on “Export Active Set”
    12.jpg

    6.- EXPORTING THE MODEL FROM ZBRUSH:
    Go to the level of subdivisión we want to sent to 3DsMax. The level or density of the mesh depends a bit on eachs needs.
    Non the less, it´s recomendable not to export a really low level, a few thousands of polys will.
    13.jpg

    Export the model by clicking on “Tool/Export” setting it as shown on the image:
    14.jpg

    7.- IMPORTING THE MODEL TO 3DSMAX:
    In 3DsMax, import the model using “File/Import”.
    The popup menu up should be configured as shown on the image.
    15.jpg

    Convert the model from “Editable Mesh” to “Editable Poly”
    16.jpg

    Apply a “Turbosmooth” modifier to the mesh.

    The number of iterations will depend on the degree of accuracy to the original model that we pretend to obtain and of course the limitations of our machine.
    Obviously, the ideal is that the mesh in 3DSMax has at least the same number of polygons that mesh in Zbrush.

    A way to lighten the burden on 3DsMax -Only with the native displacement modifier of Max- is to set the highest level of subdivisión only for the render and set the iteration shown on the viewport at a lower level but that allow us to have and aproximate idea of the result.
    17.jpg

    8.- IMPORTING THE DISPLACEMENT MAP TO 3DSMAX:
    Open the material editor and click on “Get material” button
    18.jpg

    Select “Bitmap” and open the displacement map created and saved on Zbrush.
    19.jpg

    9.- SUBDIVIDING THE MESH AND APPLYING THE DISPLACEMENT MAP:
    Apply the “Turbosmooth” modifier and subdivide the mesh as many times we consider is necesary.
    Pushing “7” we can see the number of polys the scene has.

    The values “Srength”/Decay”(Scanline) "Amount"/"Shift"(VRay) "Displacement Length/Extrusion Strength"(Mental Ray)
    This values control the level of displace and smothing of the map.
    There is not, as far as i´m concerní, fix values: They depend on the intensity of the displacement map and above that on the scale of the model.
    Non the less, there seems a consensus or formula that can be applied to most models:
    Scanline
    Strength: x (ej. 2)
    Decay: x/2 (ej. 1)

    VRay
    Amount: x (ej. 2)
    Shift: -x/2 (ej. -1)

    Mental Ray
    Displacement Length: x (ej. 2)
    Extrusion Strength: x (ej. 2)

    10.- RENDERING:


    SCANLINE
    Apply the “displace” modifier on top of the “turbosmooth”
    20.jpg

    Drag from the material editor to the “Map” button.. Setting the options of the “Displace” as shown on the image and render.
    21.jpg

    VRAY
    In the “Render/Common/Assign Renderer/" menu, select VRay as rendering engine.

    Apply the "VRayDisplacementMod" modifier over the "Turbosmooth"
    22.jpg


    Drag from the material editor to the “Texmap” the displacement map. Set the options of the "VRayDisplacementMod" as shown on the image and we render.
    23.jpg


    MENTAL RAY
    In the "Render/Common/Assign Renderer/" menu select Mental ray as rendering engine.
    24.jpg

    Set the "Render/Renderer/Shadows & Displacement/" menu as show on the image.
    25.jpg

    Create a Standar material in the material editor. Open the “mental ray Connection/Extender shaders/” section of the recently created material and we drag the displacement map to the “Displacement” button
    26.jpg

    In this menu, click the “Displacement” button and set the menu as shown on the image.
    27.jpg

    In this menu, click the “Extrusion Map” and set the parameters “Coordinates/Blur” and “Output/RGB Offset” as shown on the image.
    28.jpg

    Render.
    29
    30.jpg
    31.jpg
    32.jpg

    LINKOGRAPHY: To learn more...

    Documentation (English)
    Displacement Maps - ZBrushInfo
    http://www.zbrush.info/docs/index.php/Displacement_Maps

    ZBrush to 3ds Max - ZBrushInfo
    http://www.zbrush.info/docs/index.php/ZBrush_to_3ds_Max

    Displacement Exporter - ZBrushInfo
    http://www.zbrush.info/docs/index.p...cement_Exporter

    Other tutorials
    ZBrush Tutorial by SoK (Spanish)
    http://www.sok7.com/tutozb/tuto01.htm

    Displacement ZBrush to Max (Download Videotutorial)
    http://www.zbrushcentral.com/zbc/showthread.php?t=36980

    Related links (English)
    ZBrushCentral - TutorialZBrush displacement maps in 3dsmax, mental ray
    http://www.pixolator.com/zbc/showthread.php?t=32020

    ZBrushCentral - Displacement in ZBrush 3???
    http://www.zbrushcentral.com/zbc/showthread.php?t=45452

    ZBrushCentral - Max MR quick reference
    http://www.pixolator.com/zbc/showthread.php?t=49673

    ZBrushCentral - How to use zbrush with 3ds max?
    http://www.pixolator.com/zbc/showthread.php?t=26326

    ZBrushCentral - 3.1 Displacements Are Still Broke
    http://www.zbrushcentral.com/zbc/showthread.php?t=51810


    WARNING: This tutorial does not pretend to set a standar procedure; it´s based only on my experience with the software and the recompilation of data from other tutorials.
    The author takes no responsability for any colateral effects caused from the reading of this tutorial, such as: so so renders, dizziness, erased date from the hard drive, neuralgia, tools saved as document, priapism, irritated groin or simple boredom.


    (TUTORIAL OPEN TO SUGGESTIONS & CORRECTIONS)

    Download PDF version
    Rapidshare (.pdf)
    http://rapidshare.com/files/6257847...ial_.pd f.html
    Megaupload (.zip)
    http://www.megaupload.com/?d=AGHOG5G7
    Last edited by Doqpelgänger; 07-24-08 at 06:06 PM.

  2. #2
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    White Beach, Spain
    Posts
    145

    Default

    oh man! most of images that i uploaded are disapear! more than hour lose with this... i give up... i will fix... later

  3. #3
    Super Moderator Follow User Gallery
    Join Date
    May 2001
    Posts
    21,530

    Default

    I've fixed the image problem by linking to the images in your Spanish version.

    I also think it's best to leave this as two separate threads -- one for each language. That will help make it easier for people to find what they need. But I've cross-linked them so that anyone who finds one version can easily get to the other.

  4. #4
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    White Beach, Spain
    Posts
    145

    Default

    thanks aurick!! yeah, i agree about two separated threads/versions

    Im going to upload the first image-title, thanx again.

  5. #5
    Member Follow User Gallery
    Join Date
    Feb 2006
    Location
    BCN
    Posts
    39

    Default Aprendiendo, que es geranio :)

    Esto tiene muy buena pinta! Gracias, Doqpelgänger, por el tiempo que te habrá tomado.

    El link a la versión spanish parece roto. Pero no pasa nada! Cuando hay interés, se aprende inglés .
    _____________

    argh, I'm always late.

  6. #6
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    White Beach, Spain
    Posts
    145

    Default

    Gracias Say again, ya esta arreglado el enlace.

  7. #7
    Member Follow User Gallery
    Join Date
    Jan 2006
    Location
    Montevideo, Uruguay
    Age
    34
    Posts
    53

    Default barbaro loco!

    buenisimo que lo pudieras revisar loco, yo ultimamente ocupado no le habia podido meter, genial lo tuyo

  8. #8
    New Member Follow User Gallery
    Join Date
    Oct 2007
    Location
    medan, sumatera utara, indonesia
    Age
    37
    Posts
    9

    Default

    Thank you very much for sharing this great tutorial

  9. #9
    Member Follow User Gallery
    Join Date
    Mar 2008
    Posts
    96

    Default

    thx man this is very usefull. any one out there that has the time and knlolage to make a video with him telling as abit more using z-brush 3.1 and 3ds max 2008 or 2009 i would realy love that and so many other people. but still grate tutorial

  10. #10
    New Member Follow User Gallery
    Join Date
    Sep 2008
    Posts
    1

    Default l

    rapidshare link is wrong
    please check zt

  11. #11
    New Member Follow User Gallery
    Join Date
    Dec 2006
    Posts
    1

    Default

    I just want to say thanks for writing this tut. It actually works for me.

  12. #12
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Location
    White Beach, Spain
    Posts
    145

    Default

    Quote Originally Posted by maxy1313
    rapidshare link is wrong
    please check zt
    I cant edit the first post. The rapidshare link fixed:
    http://rapidshare.com/files/23925568...rial_.zip.html

  13. #13
    New Member Follow User Gallery
    Join Date
    Jun 2009
    Location
    Turkey-izmir
    Age
    37
    Posts
    1

    Default ..

    thanks for great tutorial very helpful for nebiews like me

  14. #14
    Senior Member Follow User Gallery
    Join Date
    May 2007
    Location
    nottingham u.k.
    Age
    56
    Posts
    319

    Default

    greaat tutorial nice to see all 3 renderers s well
    stee+cats
    monster2u.com
    cresshead.com

    -e n d o f l i n e-

  15. #15
    New Member Follow User Gallery
    Join Date
    Mar 2010
    Posts
    2

    Default

    Hello! The style of presentation is awesome. i have been able to find a lot of informative, interesting and useful stuff from this particular forum. keep on rolling.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •