gster123
07-05-2007, 11:03 AM
Heey Guys
I'm having a bit of a hard time getting my displacement maps to work between Zbrush 3 and Maya 8.5 SP1a.
I'll outline what I've been doing as i'm sure that i'm missing something that must be really simple.
1. Create a low poly model in maya, UV mapped with auto mapping.
2. Export as an obj and import into Zbrush
3. Scuplt my model
4. Go back to the lowest level (thats changed shape form the scuplting) export the object with obj, txr, qud, mrg options set in Zbrushes options.
5. Imported the object back into maya with false set in the create multiple objects option, fixed up the UV's that have changed form all the moving about.
6. Opened the sculpted Ztool, gone to the lowest subdivision level, saved a morph target, imported the fixed up model, switched the geo, everythings fine when I go back up the levels.
7. Go to the lowest subdivision level and create a displacement map, then export as a 32 bit flipped tiff.
8. I then add the displacement map to the object in maya with feature displacement off, a mental ray subdivision approximation editor set to spatial min and max set, the colour balance in the displacements file node is set to alpha gain 1, offset to -.05, I then render with MR, the object then "explodes" for want of a better description.
If I set the alpha gain to 0 I get a nice smooth object with no details, if I go to 0.001 it looks horrible and if I goa above that it explodes again??
Ive tried various tutorials/methods etc to no avail, so any help wouldbe egreatly appreciated as i'm loosing hair folicles fast.
Cheers
I'm having a bit of a hard time getting my displacement maps to work between Zbrush 3 and Maya 8.5 SP1a.
I'll outline what I've been doing as i'm sure that i'm missing something that must be really simple.
1. Create a low poly model in maya, UV mapped with auto mapping.
2. Export as an obj and import into Zbrush
3. Scuplt my model
4. Go back to the lowest level (thats changed shape form the scuplting) export the object with obj, txr, qud, mrg options set in Zbrushes options.
5. Imported the object back into maya with false set in the create multiple objects option, fixed up the UV's that have changed form all the moving about.
6. Opened the sculpted Ztool, gone to the lowest subdivision level, saved a morph target, imported the fixed up model, switched the geo, everythings fine when I go back up the levels.
7. Go to the lowest subdivision level and create a displacement map, then export as a 32 bit flipped tiff.
8. I then add the displacement map to the object in maya with feature displacement off, a mental ray subdivision approximation editor set to spatial min and max set, the colour balance in the displacements file node is set to alpha gain 1, offset to -.05, I then render with MR, the object then "explodes" for want of a better description.
If I set the alpha gain to 0 I get a nice smooth object with no details, if I go to 0.001 it looks horrible and if I goa above that it explodes again??
Ive tried various tutorials/methods etc to no avail, so any help wouldbe egreatly appreciated as i'm loosing hair folicles fast.
Cheers
