View Full Version : Using seperate uv map for displacement
FrizzleFry0 07-11-2005, 10:30 AM I know this has got to be possible, but I haven't had much luck with finding info on it. I got a model from someone who zbrush'd displacement. Of coarse ZBrush's UV maps are all those wonderful little squares, and I'd prefer to do my own UV mapping for actual textures done in Photoshop. The Maya help docs kind of roughly hit on using UV Linking in the relationship editor, but it only specifically mentions fur and hair. If I could get any info on this, I would greatly appreciate it. Thanks in advance.
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misho_st
07-11-2005, 11:27 AM
If you create you base mesh in Maya, I'd suggest creating the UV map, export the mesh, zbrush it, go to the level of you base mesh in ZBrush, create you displacement, export the low res mesh from ZBrush and import it back to maya,,, the displacenemt created should be according to the UV map you created in Maya,,, (you may need to flip it)
I hope this helps!
FrizzleFry0
07-11-2005, 11:41 AM
Thanks for the reply misho_st :) I considered doing that, but the issue I came across was that the displacement maps are just a single file. Basically the model has a displacement applied and saved, and that's one file. It lays out the UVs with the plan that you can fit all your character's UVs in that one grid.
I need more detail with the textures so I assign them by face rather than the whole model. So instead of the entire model using one shader, I have the arms' faces as one shader, the body using another, legs using another, etc. Haha it's kind of hard to explain I guess now that I think about it.
I wonder if maybe ZBrush has a way to paint the displacement on a different file based on what face you're currently painting on :shrug:
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07-11-2005, 11:41 AM
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