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sirozz
09-23-05, 07:22 AM
Hi,

What is the best way to prepare UV inside Maya for a Zbrush importation ?

Here is my last work but i cant export my displacement (incorrect uvmap).
what can i do ?

http://membres.lycos.fr/sirozz/z-elf.jpg

aurick
09-23-05, 10:16 AM
Have you seen the FAQ>Other Apps>Maya section here at ZBC?

ZBrush will use whatever UV's are assigned to your model, but you don't want them to be overlapping. Once you have remapped your model, you should be able to import it back into subdivision level 1 in ZBrush before creating your displacement map.

Or if the model isn't UV'd, then just go to level 1, restore the base mesh (probably by importing your original model again, since my guess is you didn't store a morph target to switch to). Next, assign a blank texture to your model of the size that you'll want to export your displacement map at and then press Tool>Texture>GUVTiles. Your model will now be remapped and ready to create your displacement map. After that, you can simply export both the model and the map back to Maya.

odhinn
09-23-05, 04:13 PM
I can tell you as a Maya user that the level of detail you have in your posted pics can be easily sculpted again in Zbrush and of course surpassed once you start dividing. I don't know if I would worry about the displac map yet.

If you want a great tip to get your uv map done quick here it is...
Make a duplicate of your head in MAYA.
Go under Polygons> average vertices and press a couple of times.
You can use cylindrical mapping to layout your head UVs.
Transfer your UV's from your duplicate head over to your detailed one.
Very easy to relax the overlapping sections this way on a low detailed head and use this same map on your final one.

sirozz
09-26-05, 12:20 AM
Thanks for your help and excuse me for my very bad english (french).