ZBrushCentral

Maya uv spaces to zBrush

Hello everyone,

Using zBrush 4.

I have a model that I laid out the uvs in Maya uv spaces such as this:

http://www.pixologic.com/docs/index.php/Image:MayaPipeline_MultiDispMap.jpg

I did this in order to get more texture space per uv layout.

Now I want to sculpt and polypaint in zBrush. I did some research and I found this tutorial:

http://www.cgtantra.com/index.php?option=com_content&task=view&id=175&Itemid=34

My questions are:

Is this still the best way (see cgtantra tut) to polypaint Maya uv spaces in zBrush 4.0?

What is the process for when I want to create normal and displacement maps using uv spaces and uv groups? (Links to tuts would be really helpfull :))

Thanks for taking the time. I have done a bit of research but I haven’t found a clear answer. I’m also wondering if the process has changed with zBrush 4?

If you’ve already created the UV’s in Maya then after importing into ZBrush the first thing you should do is Tool>Polygroups>UV Groups followed by Tool>SubTool>GrpSplit. This will break your model into separate SubTools based on the UV groups. From there you can sculpt, paint, etc. And you can use the Multi-Map Exporter plugin (from the Download Center to easily create all your maps.

Awesome, thanks for your reply Aurick.

It’s basically the same as the cgtantra tutorial. I was just wondering if the process was still the same in zBrush version 4.

I’ll need to download the multi-map exporter plugin you’re talking about.

Much appreciated!

Hey Aurik,

So I’ve done the UV Groups and then the GripSplit steps. My mesh is now separated into different subtools according to my uv layout.

Now that me mesh is split into these subgroups, I can no longer paint/sculpt on my mesh as one continuous surface. Is this correct?

Like I mention, I’m new to zBrush, so I appreciate your patience and help.