Exporting Zbrush Characters to 3DS Max for Animation: A Guide

How to export Zbrush for 3DS Max animating

Issue

“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 common question often discussed in 3ds Max forums.

Solution

The following advice was offered:

“Considering the skinning of the mesh in Max, the simplest approach is to merge all the body parts in Zbrush before exporting. This ensures that skin deformations occur smoothly across the mesh, making it easier to skin a single mesh compared to skinning different parts and matching skin weightings at overlaps. However, there are effective and less effective ways to merge the parts in Zbrush, particularly if you want a character mesh with good topology for skinning and animation in Max. If you’re not already familiar with the process, the following approach is best:

1. Merge your body parts in Zbrush before texturing and adding fine skin details. Use dynamesh to ensure good topology over the seams where the parts are joined. You’ll need to adjust dynamesh settings to preserve the primary and secondary details, saving the fine details (scars, skin pores, wrinkles) for later.

2. Once you have a fully merged mesh with the level of basic detail you require, create a copy and turn off dynamesh. (Keep the mesh with dynamesh enabled as a backup).

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

4. If you texture in Zbrush, complete the texturing after you’re satisfied with the sculpting.

5. Once you’re happy with the sculpting and texturing, use Zremesher to reduce the polygon count to your desired level. Characters viewed from medium to close distances often look good with approximately 25,000 to 50,000 total polygons with normal mapping applied, but this depends on your intended use. Also, you’ll likely be adding turbosmooth on top of the skin modifier.

I personally use GoZ to exchange meshes between Zbrush and Max and have had positive experiences.

I hope this helps.”

Source

3ds Max Forum

Exporting Zbrush Characters to 3DS Max for Animation: A Guide