HI all, got a bit of an issue.
I am trying to export my Highpoly from Zbrush straight in to Substance Painter to bake on my Lows and I am having some issues. Below is what comes out. I think it might be a scale issue but when I import it in to Maya, the highs match up perfect with the lows. I would normally bring the highs in to maya to rename and export but I am using Maya LT at home and the output limit is a joke.
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I'm doing a bunch of rocks at once, maybe that is the issue? I tried exporting the High pieces one at a time and still the same result. in substance I have different materials for each low piece, so there is no overlapping uvs.
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This is the export settings in Zbrush, which come in to Maya fine. I am working in meters in Maya. When I adjust the scale though to 1 it is too small even though that should mean it is working 1:1? When I move it to 1 than scale it back up again to 10000 it starts coming back in to maya at a smaller scale. I've also tried the fbx exporter and while it still all lines up in maya it still has the same issue in Substance.
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Replies
I've had problems with the offsets in zbrush causing the mesh to not be in the same spot as the OBJ lowpoly I import to Maya - I'd set the offset to zero before exporting.
I personally set the scale to 16. This seems like a good size when I import it into maya - but it depends on how big the meshes are in zbrush. Turn on the floor grid to see how big they are. Or append a box polytool for scale.
Also you can try using decimation master to make a version of your hipoly that you can import to check size and location.
.- did you export high and low in the same format? OBJs and FBXs seem to export with different scales and axis directions (at least in Blender)
-. did you make low-polys by ZRemesh-ing in ZBrush or by hand in Maya? if it's the latter case, be sure to freeze transformations in Maya and then re-check low/high meshes overlapping (use subdiv lvl 3 as high-poly from ZBrush to make the process faster, that's precise enough for this purpose)
.- if you make lows by Zremesh-ing, did you subsequently apply a "Project all" from the original high-poly? That's needed to ensure low-poly's vertices are all in the right spots (they never are!!)
-. did you try setting front and rear distances just a pinch higher when baking? Sometimes the low-poly's surface is too distant from the high-poly's and the result is those blank/shaved spots
.- did you try baking your normal maps by using level 2 or 3 subdivs as the low-poly mesh? by trying to achieve remarkably low polycounts, sometimes low-poly meshes divert too much from the high-polys, causing those blank spots; using a subdivided low-poly can fix it
Nothing else comes to my mind, for now....