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Answered: ZB4 UV Render Passes / Maya /AE

Pipeline: ZB4 UV Render Passes / Maya / AE

How to make render Pass UV maps?

:b2: Diffuse - (exported with creature.ma)
:qu: Specular
:qu: reflection

I know there is a tutorial (somewhere) to do this with:
Render> BPR> Create Maps

If you have a link or NEW tutorial to create Render Pass UV maps, please post!:qu:

current workflow

  1. AUV 2048 > Poly Paint> new texture from Polypaint
  2. export creature.ma (diffuse texture, and if you made a Normal map, will be exported with the geo)

Have you read the New Features PDF found in the ZBrush 4.0\Documentation folder? It talks about the multi-pass feature: how to use it and what maps it can create.

yes read it, and looking at this: http://www.pixologic.com/docs/index.php/Best_Preview_Render

What I would like to better understand is the workflow for:
ZB4 UV Render Passes / Maya / AE for Animation

basically, do do the same type of thing BPR does, only for UV maps.

Something like this (but I’m not sure if this is correct way to do it)
[color=sandybrown]How to create a specular AUV Map
1) with Texture map off Choose Shiny material (like toy plastic)
2) Fill the model black>
3) new texture from polypaint> Clone Texture> export Specular Map
4) repeat for each different type of map

Lets say i use ZB4 to make an AUV map for my creature model.
exporting the model creature.ma saves the geo and Diffuse Color Map.
Now I want to paint a vein map for sub surface backscatter map

I think I may be confusing two different things: Material Baking, and Texture Maps to be placed on different materials once in a 3D app.