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Olbi Matcap to 3ds max

Here is the Workflow to get the Matcap Material from zBrush to mental Ray material:

norman3d.com/blog/?p=11#more-11

Thanks Norman, I've max 2010 and it's a little bit easier:

- Screenshot from your Zbrush Material, crop and save it.

- from he Norman's tutorial:

"Change the “Default Scanline Renderer” to mentalray. Open the Material Editor and pick a default material. Change the Self Illumination value to 100. Now you can click on the diffuse slot and pick the “mr Gray Ball” map. In the “Gray Ball Image” slot you will have to put the Shading Map you grabbed earlier."

 

The part with *.mi file can be ignore in 2010. The correct/actual name i have for the "Gray ball Image map" is "Environment Probe/Gray Ball (mi)". For this example I didn't use a standard material but a Arch&Design material with a normal map. It works fine.

 

Info about the pic above.

#1 Picture of the model from zBrush

#2 Same Model in 3ds max with the new material method

#3 Lighting für mental ray

#4 Compositing in Photoshop with AO and Zdepth

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Uploaded on March 3, 2010
Taken on March 3, 2010