ZBrushCentral

What division to export from Maya?

I was wondering if I could get some feedback on Maya to ZBrush workflow.

I am currently working on a character and exported my the base from Maya and then to zbrush. I did some quick sculpts and scratches for a normal map test. Around various parts of the mesh I found what looks to be shadows.

So my question is this. Are these “shadows” that I am getting from my normal map caused by the fact that I exported at such a low division level?

Should I export my mesh smooth from Maya?

Or should I generate my normal map from lets say a subdivision level 2 in ZBrush and take that map and throw it on my low poly in Maya?

I am just wanting to get the best normal map for my buck.

Thanks so much!

Could you show examples?

Given what you’ve said, though, I recommend that you check out Rimasson’s suggestions in this thread: http://www.zbrushcentral.com/zbc/showthread.php?t=60965

Aurick- Thx for your response and referral to that thread, I will check it out. I have attached the images of what I am talking about.

I have gotten these kind of results from normal map generation before, just not this sharp. This is what led me to ask about generating the map at div level 2 in ZBrush and putting it on my low poly in Maya. Hope that makes sense.

Thanks!

Attachments

nm_Shadow_1.JPG

nm_Shadow_2.JPG