Zbrush to Maya workflow with maps


#1

I would like to know what maps do I need when I export model from zbrush to maya. Is 32bit displacement map enough for bringing out the details or do I need to export maybe normal map, AO or what else?


#2

That really depends on what you want to achieve.
I assume you do have a UV set and the maps as well.
The map resolution is also depends on what your machine can handle, how clearly it will be visible and so on. The main character in front of the camera needs higher res, one distant environment object does fine with lower res.
Normal maps define the way light breaks on the surface. They will not make e.g. spikes look real on your character in Maya. Displacement maps do create seemingly new geometry however. You can bake them in Zbrush. Please be advised that you will have to flip the maps vertically or so I remember when they are baked as for some reason ZB creates them upside down.