Hello,
I am trying to get my character that has seven subdivisions out of maya and into ZBrush but I have been unable to achieve good results with this after multiple hours of trying and failing.
After some research I have learned that for Maya it’s better to have a 32-bit map than a 16-bit map and that it NEEDS TO BE AN RGB file or else it simply cannot be expected to work.
When I go to the displacement map pulldown box and select 32-bit map and 3 channels, and then create displacement map, if I either clone it and export it or send it to Maya via GOZ, in both cases, if I look at the files themselves, 16 bit and grayscale, as if my selection hadn’t even been registered.
If I make those selections and then click create and export map, THEN it does cough up the file that I am demanding but the problem is that I don’t know what to do from there because maybe I’m not thinking clearly but I prefer to use GoZ so that it inputs all of the gain values and what not for me. I don’t know how to get good results if I just create and export the map and then try to go into Maya and manually input the deformation map and all of the relevant files.
I see absolutely no reason for why ZBrush is ignoring my 3 channels and 32 bit commands when I click create displacement map.
I greatly appreciate any help anyone can offer.