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本教学为翻译教学,转载请注明来自aboutcg.net,以及注明翻译者
原教学出自cgarena网站,原始链接如下:
http://www.cgarena.com/freestuff/tutorials/max/mappingprocedures/mapping-procedures.html
作者:O x H | d3 (Baiculescu Ovidiu Nicky), Italy 作者主页: www.nicky.orgfree.com
使用软件:3dsmax
适用人群:初中级用户
翻译:freeyy (aboutcg.net)
关于译者:
Mapping Procedures: 3ds max to ZBrush – ZBrush to 3ds max
3ds max 到 ZBrush – ZBrush 到 3ds max 贴图过程
First of all – I write this “tag” assuming that you already know Creation (modeling), Importing/Exporting within both 3ds Max and ZBrush. Also the maps creation in ZBrush and UVWs in 3ds Max.
首先 – 我写了这个“标题”并且假定你已经知道在 3ds max 与 ZBrush 两者之间如何创建(建模)、导出/导入,以及如何在 ZBrush 内创建贴图并且在 3ds max 内处理 UVW 坐标。
A) If you have made your base model in 3ds Max then following are the steps:
A)如果你已经在 3ds max 内创建了你的基础模型,那么进行如下步骤:
1. Once the base mesh is done, and you want ZBRUSH only for details such as diffuse and bumps, you have to set up well the UVW’s Coordinates (to set a good UVW map).
1.一旦基础网格完成之后,并且你仅想用 ZBRUSH 来完成漫反射或者凹凸一类的细节,那么你就需要设置好 UVW 贴图坐标(来获得一个好的 UVW 贴图)。

2. Once you have the mesh and its UVW’s done, you can export a new OBJ from 3ds Max. It would be better if you’d export it with the Guru Wave: Exporting Plugin, because, it has a preset that made ZBRUSH OBJs (look for gw::OBJExporter at www.guruware.at/main/ivy/index.html).
2.只有你的网格和它的 UVW 完成了,你才可以从 3ds max 输出一个新的 OBJ 文件。如果你使用 Guru Wave:Exporting 插件来导出它那么将会得到一个不错的结果,因为这个插件提供了一个为 ZBRUSH 导出 OBJ 的预设。(gw::OBJExporter插件在www.guruware.at/main/ivy/index.html中可以找到)。
3. Now you are ready to import a new tool into ZBrush and create the maps you need.
3.现在你已经为导入一个新的工具到 ZBrush 内同时创建你所需要的贴图做好了准备。
4. Apply as many “divisions” into ZBrush to your imported OBJ and create the maps you need.
4.在 ZBrush 内为置入你的 OBJ 文件应用一些“divisions(细分)”,然后创建你需要的贴图。
5. Once you have all the maps ready Diffuse, Cavity, Displacement and Normal, you are ready for the next important step. Before you do that, be sure that your maps (.tiff, .psd, or .bmps) are all of the same size, so you can obtain a better result for the rendering process in 3ds Max.
5.只有你的漫反射、空洞(Cavity)、置换以及法线等所有贴图完成,那么对下一步的置入步骤你才做完了的准备。

6. Before applying maps to a 3ds max material, you need to flip them vertically, otherwise they won’t fit to the mesh. Also the Alpha Chanel by ZBrush is a bit different than the one of 3ds max and also other 3D software such as MAYA. ZBrush, in a displacement map for example, uses the grey color to identify there is no displace at all, while 3ds max (and others) use the black color. So you need to set up the RGB Offset in Output into Material (in 3ds max) so instead of value: 1 you can try the value: -5 that in my case worked.
6.在把贴图应用到 3ds max 的材质之前,你需要翻转它们的垂直方向,否则贴图就不会正确匹配到网格模型上。并且由 ZBrush 产生的Alpha 通道与 3ds max 或者其它 三维软件比如 MAYA 所产生的也有些稍微的不同。用 ZBrush 中的置换贴图(displacement map)举例来说,在 3ds max(或者其它软件)内使用的黑色,在同样区域使用的灰度色彩将根本得不到置换效果。因此你需要在材质编辑器(3ds max 内)的输出卷展里设置 RGB 偏移,以此来替代 1 的数值,你可以尝试使用:-0.5的数值,它在我的工作里起了作用。

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.
观察下面的贴图:
*注意置换贴图以深灰色作为了基础色,就像前面提到的情况一样,它将被设置为黑色。(译者:实黑为没有效果)




法线贴图(未翻转)
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.
7.现在已经拥有了在ZBursh内创建 的贴图,你翻转了它们并且你也知道置换贴图的 RGB 偏移被设置成了 -0.5的数值用来替换数值1,但是你仍然会在完全匹配纹理的时候遇到一些问题。这大概是因为在 ZBrush 中当你置入由 3ds max 创建的 OBJ 文件时,你所使用的所有“绘制”以及形状的修改,你可以在 Morph Target (变形目标)中选择 Store MT(存储变形目标)。

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.
这里将帮助你记住首次从 3ds max 中导出 OBJ 文件的原始形状。而这里也是一个解决的方法,并且这里是唯一:你可以从 ZBrush 中重新导出 OBJ 的地方,不过这个时候物体上不能有“Division细分”(平滑)。并且它将成为你应用贴图的OBJ – 网格(译者:指 ZB to max)。
8. Now you are ready to test your images. Do that simply putting the right maps to the right places (where they belong).
8.现在你可以测试你的图像了。做一些简单的放置操作,把正确的贴图放到正确的地方(它们适合的地方)。
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
漫反射贴图到 Diffuse
法线贴图到 Bump Map
置换贴图到 Displacement(另一种方法:你可以通过选择一个着色器“渲染器”来处理它使它的效果更好,因为 VRay 相对于 Mental Ray 或者扫描线渲染来说,拥有不同的处理结果)。
空洞贴图(Cavity Map)到 Glossiness 或者 RGlossiness(Vray)
B. If you want to render a model you started to create straight into ZBrush
B.如果你想要渲染一个你一直在 ZBrush 内创建的模型
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.
1.在 ZBrush 中,在网格上应用任何类型的修改之前,首先你需要,导出这个网格来作为 OBJ 文件的基础样式(没有太多的细分)。然后导出它,把它导入到 3ds max 内然后设置 UVW 贴图坐标。然后你可以继续,就像上面提到过的一样。
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.
为了结果我并不能渲染(译者:指当前在 max 内),而且没有太多可以说的,除了它们的贴图坐标之外,你仍然会遇到一些纹理上的问题,因此最重要的地方是设置的正确性,你作为基本网格的 OBJ 的 UVW 贴图坐标,它将会置入到 ZBrush 内。
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.
你可以提高细节以及质量但是它需要时间。 因此就看你是否需要制作一个快速的模型来动画它,还是 作为一个高质量的静态图像了。这是一个从 ZBrush 到 3ds max 的反复过程,在 ZBrush 的制作中可以帮助你避免导出拥有数百万多边形的庞大模型,以像素到非像素的(比如ZBrush)方式到一个软件里。希望它能帮助你了解一些在两个实用并且 强大的三维软件之间的这个过程。
















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