ZBrushCentral

Help w/ Cave Sculpt

So I have a basic small cave modeled in maya. When I import it into z-brush it doesn’t allow me to sculpt on the side, but on the outside of it? A better example might be, image a sphere, cut in half. I want to sculpt and create my scene on the inside of it, but when I bring it into zbrush I can only sculpt on the outside.

Can anyone give me some suggestions on how to fix/re-approach this?

Your normals are inverted.

tool>display properties>flip

Thanks for getting back to me on that Beta_channel. I eventually approached it differently, but it’s good to know how to do the flip.

My current issue now, is getting the detailed sculpt exported to maya. I’ve tried doing some mapping and using GoZ, but the displacement map that it does turns into crap when I render in maya. Nothing like my sculpt.

There is also the issue of coloring/texturing the cave. Any thoughts/Tutorials?

Attachments

Cave_Screenshot.jpg

I don’t use Maya so you’ll probably want to have a look on their forums if no one else replies to this.

Is your mesh unwrapped? Where are your seams? Can you just use a decimated version of the mesh in Maya instead of depending on a displacement map?

I don’t use Maya either but I remember a while back somebody needing to know what the Alpha Depth Factor was because it was needed for proper displacement rendering. If GoZ sends that information or not, I’m not sure of that either. Once you create your displacement map and Clone it, you will find the Alpha Depth Factor number at the very botttom of the ‘Alpha’ menu.