Can someone please help me!?! I am fairly new to all of this zbrush to maya workflow and pretty much everything else. Basically I have created a genie character that is supposed to look like he is made of marble. I believe it has pretty good topology but I’ll leave that call up to the experts on this forum to tell me that. I have laid out my uvs using hydralabs pelting tool for Maya. Exported the obj, then imported back into zbrush successfully without exploding, and then created my displacement map, normal map and color map in zbrush. They are all 2k tif files converted to .map files.
I have followed some of the other threads for displacement mapping in external renderers so I think I have a fairly good understanding of it. Anyway, when I use the approxmation editor for mental ray, I get a descent displacement but there are some issues, especially with the fingers, finger nails and ears. Also, it seems that when displacing, my color map loses a lot of detail. Can anyone explain this? I have posted several pictures of renders from maya, screenshots from zbrush of what it should look like in maya, uv layout, maps and an image of my topology. I am also getting some seams as you can really see in the image of the hand, but I also am getting a slight seam down the front of his face at certain angles. I have redone the uvs about 20 times now to try and eliminate the seams, which this is the best so far, but I’m not sure if there is a better way. It is hard to put them in places that they won’t be seen because he doesn’t have a shirt on.
I really hope someone can take a look at these and give me some pointers as to how to correct these issues.
System specs:
Vista 64
CPU: 3.0 ghz quad core
8gb ram
1gb video card
Maya 2008 sp1
Zbrush 3.1
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