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Old 03-24-2012, 04:06 AM   #1
Vidar3d
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Rett Longmore
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Detail Lost When Going to Maya Mray

Hey guys,

Obviously a noobish question here, I've searched to find a solution but so for I haven't found anything online to help.

Basically I have modeled up a broken perimeter concrete wall in maya and then used GoZ to bring the model into zbrush. I sculpted it up quite a bit( added 6 levels of geometry then deleted the 2 lowest and made my displacement map. I was thinking maybe I didn't have enough geometry to support the detail in the map)

Then used GoZ to bring the model back into maya. When I render it up it seems to have lost a lot of the detail, the cracks and so forth aren't nearly as deep and chiseled as they are in zbrush. When I convert the actual texture from the default blinn to a lambert you are very hard pressed to see any of the sculpted detail whatsoever.

Am I missing a step here? Is there something simple I am not doing? Below are images of what appears in zbrush at the lowest geometry setting but with the displacement applied versus what I'm getting out of mental ray. Any help would be awesome.





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Old 03-24-2012, 06:08 PM   #2
Vidar3d
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LOL! I am such a dumbass. For whatever reason when GoZ sent the model back over to maya it flipped the model so I was actually looking at and rendering the back side of the model and not the side I detailed. I kept staring at the models and saying "something doesn't seem right somehow."

Oh well, at least I caught it myself before somebody else pointed it out to me, then I'd feel even more foolish, it at all possible.
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Old 03-24-2012, 06:08 PM   #3
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