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Zbrush to maya displacement problems

I made a T-rex and exported it from Zbrush 3.5 to maya with attached displacement and texture maps using the new .ma export feature. last night it worked perfectly but now it will not render at all. The displacement map or the base mesh will not render and the scene is now blank with a spotlight i added. Maya software will render the base mesh with texture map but no displacement.The only thing i have done in maya since i had this working was attempt to open a similar file that i made in university which had the maps linked to a drive on the uni network. Does anyone know what went wrong? im using maya 2009. i tried a file in maya 2010 aswel which doesnt work. any help would b great, thanks.

These are the errors im getting in the output window when mental ray renders.

DBN 0.3 error 561001: invalid topology, object will not be tessellated
GAPM 0.3 warn 092001: tessellation empty for object “z35ExportShape”

tried a mesh cleanup with non manifold selected still nothing

I’ve been trying to get some answers for this for the last few weeks. Anyone? I need, IN DETAIL, the steps and settings for using the .ma exporter: i.e. Normal Map Settings, Displacement Map Settings, and reasons why they need to be set to this. Beyond that I need the import setting for Maya 2009 and 2010. This isn’t as straight forward as the developers may have first thought.

I hope to GOD GoZ for PC will fix this!

:mad: SOOOOOOOOO Frustrated?!? :mad:

Scott Spencer, Paul Gaboury, Help?

I found out that i had been exporting level 2 subdivision from zbrush and when i exported level 1 subdivision it worked better. also if u want to look through this site scott spencer has posted a step by step of exporting as a .ma. the displacement prob seems something to do with the subdivision levels in the approximation editor aswel.