Hey guys,
So as you can see below, in maya the house roof looks fine until I import it to Zbrush, any idea why is it happening and how to solve it?
(note: I can manually smooth it in zbrush but I don't want it to affect other parts of the house, besides, it will be time consuming)
Replies
#1 - Dynameshing the pieces at a decent resolution so you can remove polygon face detail easily without affecting large shapes.
#2 - Adding creases before subdividing either inside Zbrush or in Maya.
#3 - Adding beveling and topology that supports the subdivision (You can test how the model will smooth out in maya before bringing it to Zbrush).
#4 - Bring in a smoother, presubdivided model from maya before starting the sculpt.
Like someone has mentioned before, the only way zbrush does "Smooth Shading" is with higher polygon counts. So there's no actual way to smooth normals as we do in maya.
But to understand what is happening, you need to study subdivision surface modeling more, and also what normals are, and how they work. Probably the wiki here has most or all of the information you'll need.
Zbrush doesn't render 3d models the same way a program like Maya does. This is because zbrush isn't a full 3d environment that has cameras or lights physically positioned around the model to work with. It's just a model floating above a static 2d painting canvas. When you navigate in zbrush you're not orbiting a camera around a model, you're basically spinning the model itself as it floats there.
Render Properties - SmoothNormals
http://docs.pixologic.com/reference-guide/render/render-properties/