ZBrushCentral

blendshaping with displacement maps in maya

Hi everyone…

this is my first project combining maya and zbrush so excuse me if im asking a stupid question. this is part of a class assignment consisting of 3 phases… modeling, texturing and then blendshaping… so far im quite happy with the first two but i have no idea how to proceed from here? I rendered this in zbrush 2 only because im still new to the whole using zbrush with maya thing, and my displacement maps wont work correctly… Now my question is…how do i go about creating different blendshapes in maya for this highres model?..do i export variations of the highres models from zbrush and then just use those, or is it possible to use displacement maps on a single lowres model in maya for the different blendshapes that i sculpted in zbrush? i hope this makes sense?
…oh…and also…please be so kind to give suggestions on how to improve the model…and maybe borrow me a pair of realistic eyes :wink: ?

Attachments

BrightnessContrastAdjustWEB.jpg

Try the ‘eyes.obj’ file attached.

and:

kineMapper.mel 3.0
Version 3.0 supports the use of displacement maps and “remembers” bump depth values during re-builds of a system.

http://www.highend3d.com/f/1003.html

C.

Tahnx alot Atwooki for that interesting plugin…will give it a try! also thanx for the eyes :smiley:

Finish your detailing in ZBrush with multiple sub-division levels. Export a lower res version to Maya and either Displacement map, or as I prefer, Normal map it to look like the high res version.

In ZBrush, create different poses of the face and export them out at the same level you used in the last step. Then in Maya, combine them all with the Blend Shape tool. Your not going to want to be adding in any fine detail to the blend shape models, that should all be done already with the original normal/displacement maps from step one.