ZBrushCentral

Displacement Map

I was curious to know how I would export my rigged model from Maya, into Zbrush as a displacement map, so I can add more detail. I heard I need Zmapper or something, but it all seems so intricate, and I’m quite perplexed myself on where to start. So if anyone has some help they can throw out for me, I’m all ears (eyes). Thanks in advance. :wink:

I’m a bit confused by what you’re trying to do.

You can export your (unposed and UV’d) model from Maya as an OBJ. In ZBrush you would then do the following:

  1. Press Tool>Morph Target>StoreMT to store a morph target.
  2. Divide and detail.
  3. Return to level 1
  4. Press Tool>Morph Target>Switch to return to the stored morph state.
  5. Create a displacement map (either using ZBrush 2’s native functionality or Displacement Exporter plugin)
  6. Flip the map vertically and export it to apply in Maya.

If this does not give the results you need, please provide more information. As for creating the displacement map itself, please run the Displacement Mapping ZScript built into ZBrush 2’s Help system, or read the telephone tutorial found in the Practical Guide.

Alright, thanks for the help man. Hope it works. If not, I’ll try to provide more information.

I apologize in advance if this question may have already been answered in another thread. One I was wondering, is there any way on Zmapper to increase the # of poly’s it can handle? For me it says’ 500,000 is the max, but I notice I’m needing like 575,000 so. Also, how would I export my detailed model from Zbrush as a UV, and apply it to my rig, in the same pose in maya? What would all the steps be that I would have to follow in order to do this? Thanks in advance to whom ever responds. :slight_smile: