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Soft Disp Maps using GoZ and Maya

I’m using ZBrush OSX w/ Maya 2010, and I’m having difficulties retaining the original sculpted detail shown on my ZBrush Tool. I’ve created both Normal Maps using the default settings of Tangent/Smooth UV/Adaptive settings and Disp Maps using default Adaptive/Smooth uV/Flip UV settings, and when I activate GoZ, the resulting Maya mesh MR rendering doesn’t have the same detail. Any advice on what ZB default settings or Maya settings that need adjusting would be greatly appreciated.

Thanks!

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