ZBrushCentral

Zbrush Crashing when exporting Disp map

Hi there,
I’m new to Zbrush and have created my first zbrush modified maya mesh.
Everything has gone really well on the sculpting side of things…i’m very pleased with the result.
However, now that i want to export a displacement map to render in Maya with mental ray i incur a problem.

I’ve managed to export a 1k disp map no probs, but this isn’t big enough…but when i try to export a 2k or above disp map Zbrush just crashes out!

I have searched for a solution on these very forums but the similar problems others have had seem to be down to non-merged vertices etc in there models…and i’m sure my model is clean.

I have exported the quad mesh from Maya and imported it fine in zbrush. I have the model on the lowest divisions and then go to export the disp map…

Please, any tips or links would be much appreciated!!

Odds are the UVs overlap. Use the check UV button under tools:texture or check in your UV texture editior in your other software : )

S

Cheers scott, i think your right about the UV’s…i did a sloppy job in maya of uving it and there are overlapping uvs.

I tried in Zbrush to assign GUVTiles to the model instead of using the uvs i exported from maya…should this work? Because when I tried exporting a 4k displacement map it says its going to take approximatley 95mins! surely not.

Can i do anything?..please don’t tell me i’m going to have to sculpt it all again! I did save a morph target…will that help?

Thanks so much for your help!

this is the model i want to render in Maya…so i can pop in his teeth and eyes, and get an occlusion render out. Would be interested to here what anyone thinks of it. I picked up zbrush last wednesday and have been addicted ever since!

You can just correct the UVs that overlap in maya and export the obj again. In ZBrush import the new obj with the new UVs at level 1. This will replace the UVs on your ZTool and you can extract the map as normal.

Scott

Ok, cool the principle of that makes sense…
I’ve exported the mesh from zbrush at the lowest subdivision level(not the morph target) as an obj. i’ve then auto-mapped the uv’s in maya so i’m sure there are no overlapping UV’s. I then exported the mesh from Maya as an obj.

Now i’m stuck. How do i transfer the uv’s from my new exported maya .obj too the Zbrush tool that had the high level scuplting on it?

I tried loading up the zbrush sculpted tool, and importing the auto uv’d maya .obj, but i can’t figure out how to transfer the auto uv’s onto the Tool, then export the disp map.

Soz for the questions…i have bee around the forum looking for others with the exact same prob, but the part where transferring the uv’s seem to be missing.
thanks,
jim

When you import a version of the model with new UV’s into subdivision level 1, those UV’s are automatically applied.

You really should go through the Displacement Mapping (telephone) tutorial that’s built into ZBrush 2’s Help system.