I recently used the UV Master plug-in because it was an easier way to creative clean UV’s instead of doing it in Maya, but now I’m having problems getting my textures to work/look right in maya. Basically what I did was create polygroup islands for my mesh (head, torso, arms, legs) in Zbrush, then use the UV master plug in to unwrap it, but when I bring a low resolution version of the model into maya, its all broken apart and when I apply a normal map I created it looks absolutely horrible, I lowered the bump level but it still doesn’t look right, I almost have to lower it to the point of it not even being seen to have it look somewhat normal. The UV’s are set on the model in Maya the same way they are in Zbrush but it just doesnt look right at all. I was just curious if anyone had any workflow suggestions for going from zbrush to maya using the UV Master plug-in and creating seperate maps.
Ok, fixed a couple of problems just through the exporting options, unchecked “grp” and checked “mrg” to merge the UV’s, and checked texture. I bumped up the resolution of the UV map to 2048, but when I apply it it still doesnt look right. I’m applying the normal map to the base subD level of my model, and I’ve also applied it to the first subD level of my model and its still looking haggard, does anyone have ANY pointers, or suggestions on how to make the high resolution detail look legitimate on a low resolution model?
bonjour
j’ai télécharger uv master pour la version 4 et il me dis que le ficher et endommager vous pouvais le maitre
http://www.pixologic.com/zbrush/downloadcenter/zplugins/