“How do you correctly export a Zbrush character to be used in 3DS Max? Can you just merge all of the parts together in Zbrush, choose the low res version and then export that as an OBJ ? Or are other steps needed? “

This is a issue which proposed in 3ds Max Forum by Cecilie97.


The issue above was replied by  10DSpace :

“Thinking ahead to the skinning of the mesh in Max, the simplest case is certainly to merge all the body parts in Zbrush before exporting.  That way the skin deformations will happen in a gradual way across the mesh and is way easier to skin a single mesh that skin different parts and having to match skin weightings where the different parts overlap.   But there are good ways and bad ways to merge the parts in Zbrush and you want a character mesh with good topology for skinning an animation purposes in Max.  Maybe you already know this, but in case you don’t the best practice would be as follows:

1.  Merge your body parts in Zbrush before you do any texturing and before doing really fine skin details.   To merge them, use dynamesh to assure good topology over the seams where they are joined.  You will of course have to tweak dynamesh settings to make sure that you do not loose any primary and secondary details that you want, but you should save the really fine details (i.e, scars, skin pores, wrinkles for later).

2. After you have a fully merged mesh with the level of basic detail that you want,  make a copy of the mesh and turn off dynamesh.   (Hide the mesh with dynamesh on it and keep it as a backup).

3.  With dynamesh off, complete your fine sculpting details on the entire mesh (scars, wrinkles and pores) going to whatever subdivision level you need.

4. If you do your texturing in Zbrush, complete the texturing after you are satisfied with the sculpting.

5. Once satisfied with your the sculpting and texturing of your character use Zremesher to bring the poly count down to your desired level.   For what it’s worth, medium distance to close distance characters look pretty good in the range of 25 – 50K total polys with normal mapping applied, but it certainly depends on your ultimate objective.  Also, you will likely be adding turbosmooth on top of the skin modifier.

I personally use GoZ to exchange meshes between Zbrush and Max and have very good experience with that. 

Hope this is helpful.”

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Source: 3ds Max Forum

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