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Fibers To Maya Workflow ?

Hello guys.

I searched a lot on the web, and on this forum, maybe I did it wrong and failed to find something useful. In this case i’m sorry for creating a new thread.

I just need someone to enlighten me about how to render our fibers in other softs, like Maya for example.

I read this page ( http://www.pixologic.com/docs/index.php/FiberMesh_Enhancements ) but…

Well I exported my fibers without Tangent and in 16Bits. It created a .obj file and a map.

But … I can’t import this .obj file in Maya ! I tried it, but it took me like 5Min to be able to import it in Maya, then it’s totally impossible to even move around my model in the 3D view without waiting 30s… And i just have Hair.

How can I export my fibers, and still be able to use it in Maya (or any other 3D Software) ?

I dont want to export it as Curves because it is said on the info page that everything that affected the width and form of the fibers won’t be exported. And I worked a lot on my fibers on ZBrush, I dont want to do it again in Maya… Especially because I took me some time doing it in Zbrush, and because I have no idea on how to do it in Maya.

This question was just about a static sculpture.

I have another question though… Is it possible to import my ZBrush Fibers in Maya, animate these fibers (with dynamics and everything) thanks to the Curves Export of these fibers, but use the Vector Displacement Map to get back the work I’ve done on ZBrush in Maya ? Or is there any other option to export my fibers, animate those in another 3D Software, then get back the width and form and everything done before in ZBrush ?

I’m not sure I’m crystal clear in my questions, and I apologize about it. Got trouble to put what I had in mind on paper, but I hope someone will be able to understand me and answer me :slight_smile:

Anyway, thanks a lot for reading me!

Cheers.

Lad.

FiberMesh can easily generate a lot more geometry than maya is really meant to be able to handle. If your number of fibers is small, it’ll import into maya fine, but for more complex hair, I suspect it’s a lost cause. The only thing I can think of that might work, though I’m not exactly sure how to go about doing it, is to set maya to only reference the full resolution hair obj once you actually render it, and not try to show it in the viewport.

Hi !

Thanks for your answer, it’s really a great help !

I’m gonna try to find out how to do what you advice me to do, even if i don’t know anything about rendering :confused:

Well I don’t have THAT much polygons in my hair, 1,6Mil. Okay it’s a lot (especially for Maya) but that doesnt make 1,6Mil poly in Maya when i export it, i have someting like 300 000Faces ! :confused: But indeed, the eyebrows, or eyelashes are imported in Maya with no problem…

Anyway, thanks for your help :))

If someone else has any suggestions or tips for me, i’ll be glad to hear it !

Especially about my second question, which is a real issue for me at the moment.

Cheers.
Lad.