ZBrushCentral

How do you export your model from zbrush to maya?

Hello,

I have followed 2 different tutorials, and I have a question how you guys export your model.
The first method is, when you import all the obj files from maya, you save each models’ morph target. After you finish sculpting, you bring subdi level to 1, and swith morph target.
The second method is, after you finish sculpting, you bring subdi level to 3 or 4 and “del lower” and export it.

I tried the second method, and it brings up polygons way high up in maya, specially when I give Mesh-smooth… maya crashes…

What method do you guys use? I am interested in game industries and I heard low poly model is more important in the industry.
When I look at the gallery area…how people give that kind of details?? Can computer memory handle them?
I’m a self taught and I have no body to ask except forums like zbrush central, and I am so lost how people create that kind of high detail work…

I’m not 100% positive this is the answer you’re looking for, but I think you need to generate a displacement map in zbrush which you apply to your low/med res model in maya. This way you can keep the poly count low enough to run but still get a really nice high poly render.

what is displacement map? Could you explain this?
Thank you.

A displacement map is a gray scale image that is derived from surface detail. You can find a full explanation here:

http://www.zbrushcentral.com/showthread.php?t=20310

Thank you for the link, ioster.
The link was very helpful. How do you export your model from zbrush?
Do you bring subdi level to 1 and export?
or switch it to your stored morph target, and export?

My workflow is as follows:
1 - Rough base mesh in Max - export as obj to ZB
2 - Sculpt in ZB
3 - Export a Decimated mesh or a lower subd that holds the proper silhouette of the high poly into max for retopo (creating the low poly mesh). Simply export as an obj.
4 - create low poly and layout UV’s
5 - Bring low and high into XNormal for normals and AO maps.

Most of the gallery area are sculpts, not game models. Although, there are some there. The level of detail the game models acheive are done using normal or displacement maps. Here are some links to forums that should help you a ton:
http://boards.polycount.net/
http://www.game-artist.net/forums/

if you want specifically character oriented material, Ben Matthis is invaluable for tuts:
http://www.poopinmymouth.com/

Good Luck!

Thanks for taking the lead on that.

Thank you so much for the reply and links!
So you create low mesh model and import to zbrush without doing uv map?
I didn’t know that. All the tutorials that I followed was creating low mesh model, uv map it, and import it to zbrush, sculpt, paint, and normal map it, then export back to maya to render…

So you do export the model that holds proper silhouette…not just bring it down to sub di level 1…hum…
I gotta study more with the links that you provide…
I don’t know…I did import back with mesh that holds silhouette, then it was too heavy when I give mesh-smooth…
I learned every time I visit this site, thank you again.

“So you create low mesh model and import to zbrush without doing uv map?
I didn’t know that. All the tutorials that I followed was creating low mesh model, uv map it, and import it to zbrush, sculpt, paint, and normal map it, then export back to maya to render…”

I do this so i can get the proper proportions for the character as well as set some edge loops so i know exactly where the knee and elbow joints are. This is very helpful for me especially if there is already an existing rig that the mesh will be used with. As for the UV, you can lay that out at the start, but the mesh that i create is kind of like a throw away mesh just used for sculpting. I will retopo the high rez later, thus creating a new low rez. So in that respect, time spent UV’ing will be wasted. Unless, of course, you export that sculpted mesh on a lower subd and want to use that as your new low rez mesh. Thats not a bad idea, but you will get much better results by retopoing the high poly. The details from your map will hold much better as well as give you more control over the topology. The great thing about the workflow is you can do it so many different ways, you just have to find what works best for you as the artist. And theres many ways to acheive it.

“So you do export the model that holds proper silhouette…not just bring it down to sub di level 1…hum…
I gotta study more with the links that you provide…
I learned every time I visit this site, thank you again.”

I specifically export a higher subd (usually like 3) that has the proper silhouette so i can retopo it. You can retopo in ZB, but my personal experience with it has not been good, so for me, its easier to retopo it in another program. Not saying you cant just use a subd 1 mesh, thats how i learned at first. But there are better ways :slight_smile: If you have 3.1 you can experiment with Decimation Master as well. You wont be able to do much with the decimated mesh (looks like a scan data mesh, so its pretty useless), but it will usually hold all the high poly details very well and allow you to retopo that way.

Anyway, if you have any other questions, i can try to help. Just keep readuing forums, theyre a great source of info even if you arent having problems.

Thank you very much for the detail info and advice.
I think I did something wrong during the process of using zbrush and exporting, importing it. Maya can’t handle the model and even trying to create psd work, it crashs.
I am working on another model right now, and I will go back to the other one later.
There are so many things to learn and it’s time comsuming and hard for self taught like myself. :slight_smile: