By this point you should have your model out and sculpted, a brand new complimenting Topology and a usable UV map, and on top of all that, you should have some basic knowledge of this software.
The only thing left now is to sort out the Displacement map, export the mesh as a OBJ.
Getting out a Displacement map is simple, all you have to do with your model selected on the highest Subdivision Level, click on DISPLACEMENT MAP under TOOLS, select the option that says FLIP V (this is needed because Maya and ZBrush don't have the same UV map conventions), set your DPSubPix on 4, and make it 32bit.
Now that you got all that down click on CREATE AND EXPORT MAP, this will prompt you to save out first, One important thing, Maya tends to have a grudge against TIFF files for some reason so save it out as PSD;
Once you do that it will take some time for ZBrush to generate the map out so this would be a great time for that smoke.
Anyhow, why PSD, the reason is simple, you can always open it and change it into TARGA... but when you think about it so you can with a TIFF, nothing changes, ah well.
When the Displacement map generation finishes all you have to do is set your model on the lowest Subdivision Level and export out in a OBJ. format, you can do that by clicking on EXPORT and selecting where you want to place you file; (your polycount should be somewhere around 5000)
Now its time to say hello to Maya!



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