ZBrushCentral

Importing Model for Normal Mapping

To make everything clear first, here are the steps I have taken to create my character so far:

  1. Modelled in Maya
  2. Sculpt in ZBrush
  3. Used UVMaster to UV some of the UV’s
  4. Exported the base mesh from ZBrush to Maya to UV the smaller parts of the model
  5. Exported the finished UV’d model from Maya

Now what I’m trying to do is to import the full UV’d model into ZBrush in order for me to copy the UV’s from the UV’d model onto the sculpted model in ZBrush to create the Normal Maps but when I try to import it says the topology of the model has changed and either deletes or replaces the sculpted version.

Any idea how to do this?

Thanks

Anything?
Sorry if I seem impatient, it’s just for a uni assignment thats due in soon and literally cannot do anything else until i’m past this problem.

Thanks

you’re changing your vert point order somewhere during your importing, exporting, or during your UVing in Maya.

Are you using goZ?
What are you import/export settings in Zbrush and Maya?
Why are you waiting until the last minute with a university project?
Did you test your workflow on a small, simple object first?
If I sound like a nagging teacher…it’s because I am.

Thanks for the reply. I’m exrtemely new to ZBrush let alone character modelling so I’ve been working on it for quite some time now and i presume the import / export settings are at their defaults in both programs. I’ve been using .OBJ and in Maya the only export settings I can change are:


  • Groups
  • Point Groups
  • Materials
  • Smoothing
  • Normals
Which are all turned on.

Also, I’m not sure what goZ is so I can’t answer that question and no I didn’t test it first, I didn’t really think about doing it but i know now for future projects lol

I should add that my computer isn’t powerful enough to export the high res version of the character which would enable me to bake the normals in Maya

goZ is a one click function for importing and exporting meshes between Zbrush and Maya, (max, modo, c4D as well). It would probably fix your problems.

You can use decimation master on your mesh inside of Zbrush to bring it to a level that your computer can handle so you can bake in Maya, xNormal, etc.

You could also try your workflow on a box and see where you’re changing your winding order. That way you’re not waisting a lot of time unwrapping something complex. Try different methods, make sure points are welded together. I’ve also heard that making your whole mesh one polygroup before exporting helps with the maya transfer…but I might be talking out of my ass on that one.

I don’t use Maya so I can’t help you on that end.