Hey guys, I have recently dived into the world of Zbrush, and am having a pretty ok time with it so far. The one problem I seem to be having is preparing a model in Maya to bring into Zbrush. The problem with this is dividing your model in Maya so that it divides well in Zbrush. Every time I end up dividing things in Zbrush, with smrt turned off, I get jagged faces that when sculpted, turn out jagged as well.
Working on mostly environmental pieces, the meshflow of my models in Maya don't seem to work well with Zbrush. What is the best way to divide your model in Maya so that it divides well in Zbrush, so you are able to paint in details? Ive heard that squares work well, but with some models that I make it seems hard to divide them into square pieces. Here is an example.
This is part of a sci-fi door I am working on. I created it using the create polygon tool in Maya and extruded the edges :
Here is a paintover I did to show my train of thought on creating something that might work. It is probaly way wrong, but I wanted to take a stab at it.
Would anyone be able to guide me in the right direction on how to approach modeling objects in Maya the correct way in order to bring them into Zbrush?
Thanks guys.
Replies
From you paintover you seem to have a lot of ngons and a few triangles, wich are probably what is causing the smoothing problems when you are subdividing in zbrush.
(Yes, Im just taking a stab as to your purpose)
It's way more effort to actually properly quadrangulate something like this model you have, and get it into ZBrush nicely, than it is to just do a UV-map and paint in greyscale or use textures as a base for wear and tear, scratches and dents and stuff.
For mechanical stuff, especially complex mechanical shapes like this, I wouldn't bother using ZBrush at all.
Either that or tell my lazy ass to go and read the ZB Practical Manual
You'll have to export a heavier basemesh this way and you'll get lot's of distorted quads which can cause problems later on, depending on how often you can afford to subdivide later in Zbrush. But if you take care not to get too stretched quads it should be ok.
In 3dsmax when extruding shapes, you can choose to have it capped by a regular grid instead of just connecting the edge-verts. ( It's a bit faulty sometimes, though.)
Perhaps there is an option like that in Maya, too.
bumpviewer material has to be loaded from the directory, it's not in the default list.
if you want to rip to normal in zmapper, convert the b&w to alpha and use the displacement view settings (these use the alpha as the bump instead of the diffuse). zmapper knows to rip it if it's using the displacement settings.