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View Full Version : Zbrush tool straight to Maya (not MAYA to Zbrush and back)


lanarcissist
10-27-2006, 05:28 AM
Hi first thread here , ive been roaming around 2 zbrush forums for the answer but i dont seem to find anything with Zbrush straight to Maya without starting in Maya initially. (id just follow steps that involve the zbrush back to maya but their intial setup involves laying out UVs and modelling in a low poly..... )

See if got this high res zbrush tool that ive modelled and about to go into projection master, when i was just curious to see how it would look in maya. After converting the tool into a 3dpolymesh i exported it as a .OBJ file .

Launched maya and imported it. Thing is when i import it its extremely laggy and practically impossible to work with. Is this just Maya not liking it or is it something i havent done right? ive tried flipping XY that didnt do anything to performance.
Ive also tried exporting the OBJ in triangles instead of Quads...and its almost the same result.

Id like to know if anyone has done it? and rigged the model or at least rotated it for reel purposes. Any help would be greatly appreciated cause id really like to get the model rigged or animated but its near impossible to do anything with it lagging so bad.

BTW i have XFX geforce 7950 GX2 with 1.5 gigs of DDR3 RAM and a AMD 4600++ (2.61 Ghz)

benclark
10-27-2006, 09:53 AM
if you export a high res Zbrush model into Maya it is always going to lag just because of the high number of polys. Maya cant handle the super high res meshes very well

That is where Displacement comes in handy, that way you can apply your displacement map to a low res animatable version of your model and have it work smoothly

Diependaal
10-27-2006, 12:05 PM
if you do not have a low cage mesh, what i think is the case, than you just modeld in zbrush..

Maybe you can go down in subdiv in zbrush to get a basic shape of your model, export that to. import your highres model in maya, render a displacement map or normal map from it, and place it on your lowest subdiv, that you could get out of zbrush. if this aint possible at all, then there is one option left, and its remodelling your model, same for you, check this tut.. it shows what to do

http://67.15.36.49/team/Tutorials_2/retopolongising/retop_01.asp

Dark_Avenger
10-27-2006, 06:22 PM
Hi there.

Im also trying to understand the workflow posibilities between Maya and ZBrush and is everything too confusing for me. I know the basic procedure abouth which Alchemist spoke, but I also would like to know if what diependaal said is possible, what I want is, first create in maya a very very simple mesh of the character (this is not the model Ill use to animate) in Maya, take it to Zbrush and model the "medium" quality mesh, which Ill export to Maya and set it up for animation create blend shapes etc, this one would be the Id use to animate. Then, back to Zbrush, take the middle model and detail it with more subdivisions to create the displacement map.

Well, my doubts come in importing the medium geometry to Maya from Zbrush, and then rig it. I think I read some time ago is not possible...

If someone could light me on this matter would be great. Thx! :thumbsup:

lanarcissist
10-28-2006, 02:15 AM
thanks for the swift replies guys, so its displacement maps that do it ? i read this tutorial regarding displacement maps , i know what its doing but i dont quite understand whether or not i use the displacement map as the model in maya or what?

that way you can apply your displacement map to a low res animatable version of your model and have it work smoothly
Ok ive made a displacement map blindly because i found that "the practical guide to learning zbrush" that 22mb sized PDF file tutorial. If you could explain what you mean by applying it to a low res model , do you mean like making a low and high res model. Rigging and animating the low and then bringing in the high res.....then what happens? sorry ive been trying to figure out what people say when they mention the concept of displacement maps being refrences and stuff but never quite got the meaning.
Cause all i really basically want to do here is take a zbrush tool, rig it for minor animation like brief movement and rotate it infront of camera with some lighting.

lanarcissist
10-28-2006, 02:19 AM
thanks for the swift replies guys, so its displacement maps that do it ? i read this tutorial regarding displacement maps , i know what its doing but i dont quite understand whether or not i use the displacement map as the model in maya or what?


Ok ive made a displacement map blindly because i found that "the practical guide to learning zbrush" that 22mb sized PDF file tutorial. If you could explain what you mean by applying it to a low res model , do you mean like making a low and high res model. Rigging and animating the low and then bringing in the high res.....then what happens? sorry ive been trying to figure out what people say when they mention the concept of displacement maps being refrences and stuff but never quite got the meaning.
Cause all i really basically want to do here is take a zbrush tool, rig it for minor animation like brief movement and rotate it infront of camera with some lighting.

if you do not have a low cage mesh, what i think is the case, than you just modeld in zbrush..

Maybe you can go down in subdiv in zbrush to get a basic shape of your model, export that to. import your highres model in maya, render a displacement map or normal map from it, and place it on your lowest subdiv, that you could get out of zbrush. if this aint possible at all, then there is one option left, and its remodelling your model, same for you, check this tut.. it shows what to do

http://67.15.36.49/team/Tutorials_2...ng/retop_01.asp (http://67.15.36.49/team/Tutorials_2/retopolongising/retop_01.asp)

__________________

Just edited the post........uhm this seems to give me a good idea when it gets to maya, ill tell you guys how i go , thanks again sorry for the mishap.

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