Can anyone help me out and give me some pointers on how to properly get my displacement and/or normals maps from zbrush to display properly in Maya? I’m using zbrush 3.5r3 and maya 2010. My maps look like they are good but I can’t seem to get the right settings in maya or something. I have attached several images of settings and other things to possibly help you get an idea of what I’m doing and what steps I need to correct it.
I’ve included the images of it in zbrush of what it should look like as well as the base wireframe mesh inside of maya, normal map, displacement map, render settings, approximation settings, color balance settings (alpha offset) and renders of both the normal map and displacement map.
You can see from the renders that the displacement map render, the model is really bloated with no definition. I don’t even know what to say about the normal map render. I checked to make sure my normals are facing the right direction and they are. I even flipped them just to make sure and the render was equally as bad.
I have also used mudbox 2010 in the past and the normal and displacements from it as 32bit .exr files seem to work great. If anyone here is familiar with it, I have even tried doing a “sculpt using displacement map” in mudbox from the zbrush displacement in order to generate the maps from mudbox instead. But even the displacement from zbrush really screws up the model in mudbox making it useless to extract my maps from it (if that makes sense to anyone).
Can anyone please help!?
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