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
- lay out the UVs for the model
- export model parts as obj
- import them into zbrush
- save the level1 import as a morph target
- up the sub divisions and start doing zbrush stuff
- once done bring back the subdivisions to level 1
- switch to the morph target
- create normal and displacement maps
- plug normal map into the bump map connection of the material in Maya and change it from bump to tangent space normals
- plug displacement map into displacement connection of the material
- 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
- export obj file to zbrush without touching the UVs
- up the sub divisions
- start doing zbrush stuff
- bring back the subdivisions to level1 when done
- create the maps
- export the new level 1 model from zbrush as obj
- import the new model into maya
- apply the maps
which way is better?