i was going through the maya-zbrush-maya pipeline as per various online notes and the gnomon dvd’s. here’s what happened:
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i created a low-poly ‘lurkfish’. brought it into zbrush. created a morph target, subdivided and added detail (lovin’ zbrush!)
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switched back to my morph target and noticed that it shifts a little. thought this might be a problem (you can see the shift in included illustration, last panel)
3. exported a displacement map and rendered in maya. sure enough my displacement map was 'wrong' -
exported a displacement map without switching back to my morph target. this one was ok (after a little editing in photoshop) but it still wasen’t exactly what i had in zbrush. i assume because it was based on the ‘wrong’ based shape
so i’m pretty sure the problem comes from the shift from regular low subdivided version of lurkfish to morphtarget low subdivided lurkfish (with me so far?)
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