View Full Version : Seperateing pieces in maya for hi rez Zeing
03-28-2006, 07:50 AM
Is there a workflow guide or tutorial out there for maya.
My model of course will only go to so hi on millions of polygons in z brush,and you would like to go higher,for finer detail in some areas.
So breaking up a single mesh into the parts i want to have finer details.
uv mapping parts in maya.
Bring in the parts to zb and do all the finer details and export the maps.
This is the part where mayby im not so sure,
stiching them together and rendering out displacements .
Re-combineing parts in maya?
I guess the 0 to 1 region mapping would still still hold up or put them into their own regions.
Does this hold water,do others use this kind of method.
Just looking for a high rez detailing option other than a crashing pc or settleing for level 5 smooth than level 6.
many thanks for looking
03-29-2006, 12:16 AM
Right now I would recommend that you exhaust all possibilities with the Bump Viewer material and painting your higher levels of displacement before you break up your model.
03-29-2006, 07:17 AM
Thanks for the reply,
Funny i was looking on the forums at a cool monster with 5 stars and he was saying about not going any higher.
So aurick then hinted at him to do the method above,and search in the maya forums for it,i searched and could not find so thats why i thought i d ask!
ill give the bump veiwer a go.
03-29-2006, 07:37 AM
Lord of Darkness Tutorial.
Its about breaking up the mesh and higher rez output.
But im gonna give the bump method a go first.
03-29-2006, 05:11 PM
Check out this post (http://220.127.116.11/zbc/showthread.php?t=32660) for what is possible with the bump viewer material.
Also, check out the work here. (http://pixologic.com/zbrush/interviews/luma_interview.html)
Bumpviewer material was used for all higher levels of detail. :)
03-29-2006, 08:15 PM
Definately gonna check out bump mapping over breaking up the mesh 1st.
03-29-2006, 08:15 PM
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