ZBrushCentral

couple of questions

First, is it possible to generate an ambient occlusion map in zbrush much like what can be done in mudbox?

Second, when I create my uvs using the uv master plugin (which works nicely), I notice inside of maya that the uv shells(islands) look like they are in tact but they are actually all broken apart. Meaning that if I select a few uvs of my shell and then choose Select > Shell, it only selects a portion of the larger shell. I need to manually go in and select all of the uv edges and perform a move and sew operation in order to easily select a shell and move it around. Why does zbrush do this to my uvs and is there a way to prevent it?

Mask by ambient occlusion in the Tools / masking palette. Then you can create an alpha and save out as an AO texture.
When you export from zbrush select Mrg in the export options.

Richard

Thanks Richard, I’ll give that a try.

how long should masking by ambient occlusion take? My model has about 13 million polys at the highest level. I don’t know exactly how long it took because I ended up going to bed and let it run, but I know it at least took a couple of hours just to generate the ao mask. My system specs are below.

Windows Vista x64
Intel Core 2 Quad 3.0Ghz
8gb of RAM
1gb 9800 GT Nvidia

if you use xnormal instead of zbrush 3.5 mask ambient occlusion . you will only took a minutes than an hour.

AO tends to be pretty soft. You’ll see a significant increase in performance by dropping the subdivision level a step or two and slightly blurring the result in photoshop.