Hello All,
This may have been answered before but I just could not find it in all the extensive search that I did in this forum.
I have a model basemeshed in Maya which is very symmetrical. It is an architechtural model and each quarter is the same. I have UV mapped this so that each quarter of the model gets a different uv space (just as aurick had suggested in his various posts). I then brought it into zbrush, made polygroups for each quarter, sculpted and normal mapped. All this looked fine but was more work than I think. Because I had to do the sculpting for each quarter, which I really do not want to do. I just want to copy the scuplting from one quarter to all remaining 3. How do I do this? CAn I do the same with displacement map?
My second question is related to normal maps imported into Maya. I exported out the obj at lowest subdivision level at 17k poly from zbrush. I then made a normal map for the highest subd level which was at 2M poly. I imported the obj and bump mapped with the normal map in Maya. However, when I render in Mental RAy, I find that I do not get the same sculpt that I see in zbrush. My imported obj in Maya has a blurry sculpt (17k poly) and after applying my normal map(which should have the difference between the 17k and 2M poly), the render in Maya looks as if the 2M poly sculpt is a tad shifted from the 17k poly obj. Why is this happening?
Is there a better workflow for this kind of model?
Thanks for all explanations.
Sulagna
