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ZBrush to Maya loss of detail on render (solved!)

Hello - this is my first post. I have spent several days and searched over this forum and several other places to try to answer my question. I know everyone’s time is valuable and I don’t like to post unless I absolutely have to. I found a few posts related to this issue, but they were from a couple of years back at the earliest. I have also tried several of the suggestions I have read, and nothing seems to be working. One post suggested searching for keyword “restore” and “displacement” - and still didn’t get any related posts.

I am using Maya 2010 and Zbrush 4.0…

I have attached a few pics and labeled them. The issue is when I create, for example in this case, a sphere (20 divisions) in Maya and GoZ it over to Zbrush - then used an alpha and texture image of an iguana - that I put on the sphere - when I GoZ it back into Maya and render it with Mentalray I am losing all the great detail.

In Zbrush -

  • place the tool (polysphere from Maya) onto the canvas
  • subdivide it 5 times (1.5 million)
  • draw the iguana on it
  • bring it back down to sublevel 1 - delete the current UV - use PUVTile at 2048
  • bring it back up to subdivision 5 - create a texture map “new from polypaint”
  • bring it back down to subdivision 1 and create a displacement map (activating - smooth UV, Flip V, and 3 channels)
  • then GoZ it back into Maya

Doing this is giving me the image I labeled “1” - no detail is showing. But if I take that mesh in Maya and click on “convert” and “Smooth mesh preview to polygons” - so essentially sub-divide it - it gives me image “2” - which has better detail.

Also, I have image “3” - this is the iguana on the maya sphere in zBrush - before I click on “GoZ” - it is showing the detail nicely on the sphere at subdivision 1.

I also have image “4” - it has amazing detail - that was done using the tool polysphere.ztl and putting the iguana on it - and using GoZ to bring it into Maya - it is rendered with metalray. When I bring that mesh into Maya - it is a very dense mesh.

So the problem seems to be when I start with a mesh in Maya and GoZ it over to Zbrush.

When you bring a mesh back into Maya, do you need to make it more dense to keep the detail? I have seen sample models that people have created on this forum where they show the mesh next to the detailed model and it isn’t super dense - and still has great detail.

A couple of the things I tried was to convert the .tif maps to .map files - and used those, but that didn’t change anything. Also, I tried using the displacement map as a bitmap instead, but didn’t effect anything.

If anyone can please help me with any suggestions, on what I am doing wrong, your help would be greatly appreciated.

Thanks - Eric

renderTextIguana0001.jpg

Attachments

renderTextIguana0002.jpg

renderTextIguana0003.jpg

renderTextIguana0004.jpg

Just wanted to do a follow-up post. I was experimenting around and brought an object back into maya from ZBrush via GoZ - and by accident “duplicated” the object in Maya. So I had 2 versions of the mesh - I did a render and the original object brought in through GoZ was not showing the detail (which has been the whole issue), but the second one “duplicate” of the object was showing all the detail it was in ZBrush. So for some reason this worked. Now I am bringing the models back into Maya from ZBrush via GoZ - duplicating them and deleting the original - and all is good. :wink: