Texturing pipeline with Maya?

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  05 May 2012
Texturing pipeline with Maya?

So I love zBrush. It's most probably the second most used tool for every modeller..?

But I have a problem. Here is an example:

- I model a low-res mesh in maya (some times UV it, other times I use UVMaster later in Zbrush)
- I export it as OBJ and import it in zBrush
- I divide it and sculpt it
- At this point, IF I haven't unfolded the UV's in maya, I use UVmaster here
- I polypaint it and make texture from polypaint
- I clone the texture and save it as png
- I make the normal map in zbrush and save it as png as well
- Now if I switch back to maya and apply the texture and the normal map I created in zbrush but the coord's are all effed up! Why? I did make the coord's earlier ahead, why are they messed up?

As a quick fix I used GoZ but I just don't like the "automation" of it all, I feel as if I'm not in control. Besides, if I apply my premade texture from polypaint, the uv's are messed up once more.

It should work as expected, shouldn't it? Am I doing something wrong?
  05 May 2012

Hi there,
just one more simple step somewhere in the middle...

Originally Posted by mechanicarts: - I clone the texture and save it as png

Before exporting you should 'flip V' on the texture for use in Maya.

Originally Posted by mechanicarts: - I make the normal map in zbrush and save it as png as well

Here you should check 'flipR' in normal map options.

This is some of the stuff GoZ does automatically, so you never notice..

hope it helps,
>> Deform CG Studio <<
  05 May 2012
Just that simple as 2 buttons? I thought all my UV's were being deleted every time I switched!
  09 September 2012
I forgot to say thanks!

such a lifesaver
  09 September 2012
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