Why are you making normal maps & displacement maps if you are planning on rendering in Zbrush?. Low poly render in Zbrush doesn't work well so you will eventually have to learn another program if you want to see what your low-poly looks like with proper shaders, lighting and textures. Rendering a low-poly in Maya is very…
Hey thanks for responding! Well It's going to be low poly when finished. I'm not really familiar with rendering low poly in maya unless you mean by high quality preview, everyone is using marmoset render ingame which I don't have access to, so I was just going to create displacement maps and render it in Zbrush. The piece…
Wow, ok I'm a dumb ass. I think you guys are right.... For some reason when the obj gets imported back into Zbrush. It turns on Groupings. So when I'm copying the new UV information its copying it in sections, like you guys said. I just assumed since I had it off when I exported it would remain off not on. Going to do more…
You'll probably get better results baking in Maya if it's going to be rendered in Maya. I'm a bit curious what the highest subdivision level and UVs look like. If these are auto-UVs I'd either try playing with the UV smoothing options when baking the map, or clone the result over to the Texture Map subpalette and hit the…
I was hoping to see the OBJ and UVs. I suppose this will work though. The mesh itself is inverted. It's easier to tell by going to Tools: Display Properties and turning off Double. So while you're in that subpallete, I'd jump to the highest subidivion level and then hit the flip button to flip the normals. Once that's…