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export ZBrush 4r4 to Maya 2013 with Displacement maps

Hi, i’m making a project of modeling with Maya 2013 and ZBrush, the idea is to export organic forms made with ZBrush to Maya with the minimun number of polygons and then apply a displacement map to see the details of the sculpt in the render, but i saw a lot of tutorials about how to export to Maya Normal maps, mesh and Displacement maps and everyone say different things or options, i tested all methods but doesn’t work… i used multimap export, i extracted by separated the normal map, the DM, but when i render in maya it doesn’t work, i can’t see volume with the DM, is flat…
Someone can show me a tutorial explaining step by step how to export correctly to Maya? and other question, how can i export with Dynamesh model? are the same steps?

Thanks.

First of all create UVs for your model. You can use UV master to do this.

If you have polypaint go to the highest level and transfer the polypaint to texture.

Go to the lowest level and create the displacement map. Activate “Adaptive” and “Smooth UV” buttons. We are going to use GoZ so no need to click “Flip V”

If you need, create normal maps.

Click GoZ from your lowest level to send your model to Maya.

Zbrush works its magic and your model is setup to render in Maya.

Frame your model and render in Mental Ray. It is important to use Mental Ray.

This is a quick method. Not the best but enough to test you maps in Maya.

For Dynamesh you should retopologize first you could use qRemesher or one of the other methods available in Zbrush.
Hope this works for you.