International
seeing as none of the big tutorial sites such as gnomon and Kurv studios have any tutorials on exporting from max, detailing in Zbrush, and then importing back into max, I thought I'd do one... hence this video. This was a request by KonL on DeviantArt, and so here it is. I know you can't see the details, but a point to note is that I have never used tangent normal mapping successfully, so I ALWAYS go for another projection method. If you're wondering, my deviant art site is: http://tadmod ...
only if you have unnecessarily high polygon counts. :P
By Tadm0d [Affiliate User] 1228386279 Reply Spam [+0] Moderate Up Moderate Down Removedo all those 3d progrms slow ur computer down any
By justonelife1 [Affiliate User] 1227996175 Reply Spam [+0] Moderate Up Moderate Down Remove3ds max is better for games, maya is better for movies.
By Tadm0d [Affiliate User] 1227696439 Reply Spam [+0] Moderate Up Moderate Down Removewhich is better maya or 3ds max
By justonelife1 [Affiliate User] 1227677112 Reply Spam [+0] Moderate Up Moderate Down RemoveWhen uv unwrapping, use a method called pelt mapping and it'll save you loads of time. There is a tutorial on pelt mapping on youtube which I highly recommend checking out
By Seano71 [Affiliate User] 1226890396 Reply Spam [+0] Moderate Up Moderate Down RemoveI saw a tutorial on this, you have to make a clone and retopologize it. Its complex and tricky, google a guy called Jason Welsh. He has a video tutorial on this and loads more about zbrush. Highly recommended
By Seano71 [Affiliate User] 1226890297 Reply Spam [+0] Moderate Up Moderate Down Removeexport instead of save as
By Seano71 [Affiliate User] 1226890152 Reply Spam [+0] Moderate Up Moderate Down Removethanks anyway I've since found a easy method of making high res normal maps in Maya. The only point of doing it in Maya is it imports the high res zbrush models in about 5min so there's no problem! I'll have to learn more maya at some point seems really cool.
By Blahhhhhhhhh [Affiliate User] 1226819082 Reply Spam [+0] Moderate Up Moderate Down RemoveYeah, I agree, there are some issues with the Normal map renders in 3ds max (as in the normals aren't replaced by the map, rather just... overlayed). If you wish to use true detail in 3ds max, I find that displacement and bump-maps are decent.
Sorry I couldn't help...
in ZB and the normals look great but I've found that when I export the map and bring it in to max the renders show certain parts of the model inversed say hands look darker than the rest of the arm. when I make normals in max the normals have an extra alpha in them but these do not. Got any ideas? It would be a great help.
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