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Zbrush Model crashing Melody/Maya

Hi,
I’m trying to get a Zbrush obj export into Melody or Maya - both keep crashing and running out of memory. I’ve reallocated memory, set priorities, etc… nothing is working. The model is about 6.6 million polys. The obj export out of Z is very basic - no UV’s, etc…

Any info on how to solve this is appreciated.

6.6 million polys in Maya?. That’s not good for its healt! :lol:

Forget Melody, use xnormal (www.xnormal.net). Free awesome software.

You will not be dissapointed.

This is what normal maps and displacement maps are for. You export that from ZBrush and use it in Maya to make your final render look like the ZBrush model did, but without any of the overhead from huge polygon counts.

Check out the online documentation in my signature. There’s a whole section about displacement and normal maps.

Hey man, I know what normal/displacement maps are, ha ha.

I’m was trying to get the model into Maya so I can bake out the map - I retopologized the hi-res in Zbrush, tweaked the edge flow in Maya, uv’d it and set it up for baking.

I originally built the character out of Zspheres so it didn’t have any UV info, or else I would’ve certainly exported my NM from Zbrush.

I’ll try XNormal - I think I briefly messed with it once.

Also, thanks for the links Aurick - I’ll check them out.

Hey Reaversword,
Thanks for the XNormal suggestion - it’s killer! Once I got the hang of tweaking it, the output was absolutely perfect. Blazing fast too.

I know it. I’m glad about!. Enjoy it till Pixo fixes some Zmapper features.

Its impressionant the precision xnormal reaches, isn’t it?.

The precision is great - and I even baked my occlusion right out of there too. One stop shopping!

Here's a shot of the normal mapped model - it's about 2500 polys. It's missing a few accessories - I'll bake them separately. [![shockNormal.jpg|607x783](upload://Ad6rtWLUcAk9F7Ee73Yfvv2Qf0V.jpeg)][](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27shockNormal.jpg%27,1,0%29)

it looks great!.

maya isn’t nearly as good with handling large amounts of polys. Although zbrush seems to seemlessly handle 5 or 6 million polys, importing that model into maya will cause it to be monster slow.

I just figured I’d bring the hi-poly in to Maya to do the bake, but XNormal is the way to go.

That said, you would think a high end program like Maya should be able to handle a lot of polys. I think they should probably rewrite it from the ground up at this point. I’ve been using it since like version 5 and it seems very sluggish sometimes, although version 2009 is a bit better in some ways.