Take a look at the following maps:
*Note that DISPLACEMENT map has grey as base color, which has to be set to black, as said before.
DISPLACEMENT MAP (not flipped) |
DIFFUSE MAP (flipped) |
CAVITYY MAP (not flipped) |
NORMAL MAP (not flipped) |
7. So you have the maps created within ZBrush, you flipped them and you know that the
displacement map’s RGB Offset has to be set to value -0.5 instead of value 1, but you could still
have some problems on fitting well the textures. That’s probably because in ZBrush when you
imported the OBJ created in 3ds max, and you started applying all the “painting” and shape
modification, you didn’t select the Store MT into Morph Target.
That would help you to remember the original shape of your primary exported OBJ from 3ds max.
But there is also a solution and this one is: You re-export the OBJ form ZBRUSH, but this time with
no “division” (smooth) on it. And this will be your OBJ – mesh that you apply maps to.
8. Now you are ready to test your images. Do that simply putting the right maps to the right places
(where they belong).
Diffuse Map to Diffuse,
Normal Map to Bump Map,
Displacement Map to Displacement (by the way be sure you pick a SHADER(“renderer”) you can
handle it best, because VRAY has different result with different procedures than Mental Ray or
SCANLINE).
Cavity Map to Glossiness or RGlossiness(Vray) Map.
Normal Map to Bump Map
B. If you want to render a model you started to create straight into ZBrush
1. Before you need to apply any kind of modifications onto the mesh you create into ZBRUSH, first of all you
need, to export this mesh at a base MODE (not too many divisions) into a OBJ. Once
you exported it, you import it into 3ds max and set up the UVW's coordinates. From now on you
go ahead like said up there.
For the result I couldn’t render, is not much to say, except that with these UVW coordinates you
will have some texture problems, so the most important part is to set up well, the UVW map of
your primary mesh obj, that you will import into ZBrush.
You can improve details and quality but it needs time. So it’s up to you whether you want to make a quick
Model to be animated or to make a High Quality Still Image (HQSI) ☺..This passage from ZBrush to 3ds max
and vice versa, helps you avoiding exporting the huge models made in ZBRUSH that have millions of
polygons into a software that works with pixels and not pixols (like ZBrush). Hope it helps you understand
a bit this passage between these two useful and powerful 3d softwares.
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