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Maya 3D tips and tricks from Alex Alvarez

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Old 06-13-2009   #1
Chirone
Junior Member
 
Join Date: Dec 2007
Location: Auckland, New Zealand
Posts: 5
Question which route is best to take when importing maps from zbrush?

I've been given mixed advice on how to do this..

i want to export displacement and normal maps from zbrush to maya

When i first saw stuff on this i was shown to follow these steps
  1. lay out the UVs for the model
  2. export model parts as obj
  3. import them into zbrush
  4. save the level1 import as a morph target
  5. up the sub divisions and start doing zbrush stuff
  6. once done bring back the subdivisions to level 1
  7. switch to the morph target
  8. create normal and displacement maps
  9. plug normal map into the bump map connection of the material in Maya and change it from bump to tangent space normals
  10. plug displacement map into displacement connection of the material
  11. create an approximation node and fiddle around with the settings

however when doing this i get all sorts of weird artefacts or funny parts where the maps would get compressed despite the UVs being completely flat

it was then suggested that i follow these steps
  1. export obj file to zbrush without touching the UVs
  2. up the sub divisions
  3. start doing zbrush stuff
  4. bring back the subdivisions to level1 when done
  5. create the maps
  6. export the new level 1 model from zbrush as obj
  7. import the new model into maya
  8. apply the maps

which way is better?
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Old 06-15-2009   #2
ChrRambow
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Join Date: Jan 2009
Location: Germany, Potsdam
Posts: 111

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I really would like to get some info on this too.

Another think i am not shure about is to smooth uvs before subdividing in zbrush.
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