I was experiment with the SSS shader by painting the epidermal, sub dermal and back scatter maps in Zbrush. I transferred the maps in maya but and used the subsurface fast skin shader that maya has at first everything was good but when i closed the file and opened it again there was a difference in the image that was rendered (like shown in the image with this post).
The model is not unwrapped and I used the Auv tiling in zbrush to unwrap and then also transfer the textures in maya is this why this is happening the error looks like the auv tiles of zbrush unwrap, it was fine when I initially loaded the first time but when the file was closed and then opened this problem occurred
You may need to flip the texture maps vertically. That’s usually necxessary when exporting maps from ZBrush.
I used multi ma[ exporter with the flip v option and then too it dint work
im not sure how maya goes but in max i would check the following things:
- check your material editor and the skin diffuse material if its the same like the source. Not that it was changed and saved by mistake. Also check if the image is still in power of two after the export from zbrush.
- perhaps subdivions are too low on textures maps?
- check if the faces are flipped by mistake - the normals has to be coming out.
- check if you map is refering to the correct uv coordinates.
hope it helps.