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View Full Version : maya to zbrush..........


azloha
04-28-2006, 10:17 PM
would it be problematic to convert import and export geometry between maya and zbrush? i am intending to use the add some bump and displace on the geometry converted to zbrush. then convert the geometry from zbrush to maya. would it be problematic?

vfxbaby
04-28-2006, 10:31 PM
the maya and zbrush workflow is very possible.

http://206.145.80.239/zbc/showthread.php?t=25542&highlight=displacement

imageworkdesign
04-28-2006, 10:44 PM
Yes it's possible.... I've just finished a course on zbrush and it covered zbrush /maya workflow.... basically you export the mesh and then the bump/displacement map or normal map and marry them up in maya.... bit of a pain in mental ray.... renderman for maya makes this much easier.

Check out zpipeline guides at pixologic.com

Regards Garry

azloha
04-30-2006, 03:03 PM
imageworkdesign, i got a question for u.

i add "some more" details in zbrush, how will the polycount be in maya? will it be a disaster?

and wht is the difference between renderman and mental ray? can i do render in renderman with doom sphere?

seth0x2b
04-30-2006, 03:53 PM
i add "some more" details in zbrush, how will the polycount be in maya? will it be a disaster?


Are you asking about "real" poly count, or the poly's calculated at render time?
You won't export the fully detailed mesh from ZBrush and the import into Maya, 'cause it would probably slow your computer close to a stop ;) . You do your basic lowpoly modeling, subdivide, add detail, and then export the LOWPOLY mesh from ZBrush, along with a displacement map for the bumps/details.You then setup the exported lowpoly mesh with a displacement map in Maya.

The link that vfxbaby gave you is probably the best place to start.That tutorial covers everything you need to know about Maya < - > ZBrush workflow.

Cheers

imageworkdesign
04-30-2006, 09:03 PM
Hi Azloha,

yes as seth says... the poly count can get to an outrageous level in zbrush and to export back to Maya at that level would cause a headache to say the least...

Basically the idea is to add texture to your model with the sculting tools on different subdivision levels and add the even finer details in projection master if required...

Then export your mesh from say level 2.... export your UV map... or Bump/Displacement map from the highest level....say level 6.... then marry them up in Maya.... (the tricky bit in my opinion)

I've just got Renderman for Maya as the steps to refine this last step are much easier with this... although I am far from an expert yet!

One last thing is that I know that you have to flip the displacement map as zbrush inverts it for some reason.... also if you are using mental ray... it apparently does not support greyscale images (which zbrush will export your bump map as) this may send you insane if you forget!

The main reason I got Renderman for Maya was the above reason... but it also allows you to render particles in software along with fur, most paint effects and hair... apparentley fluids may be supported in release 2 as I asked that question on Pixars forum... it seems a bit faster also.

Regards Garry

seth0x2b
04-30-2006, 10:03 PM
One last thing is that I know that you have to flip the displacement map as zbrush inverts it for some reason.... also if you are using mental ray... it apparently does not support greyscale images (which zbrush will export your bump map as) this may send you insane if you forget!

Yes, it needs to be flipped(easily done within ZBrush).
But, if you want to solve both problems, export the displacement map from ZBrush unflipped, open it with Photoshop, Go to Edit>Color settings, set the Settings to Color management OFF, hit OK, go to Image > Mode > RGB color, then Image > Rotate canvas > Flip canvas vertical, then save the image and presto! :)

Cheers

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