Hi, please bear with me as this is my first post on zbrushcentral.
I’ve always had problems when attempting to render displacements in Maya. I think it’s only ever worked for me once and I’ve searched around many places, looked through many different sources and have never come across one solution that works.
Now to the problem, I’m currently working on a human head sculpt and if you look at the images, the single head is what it looks like in Zbrush. In the image with the two heads, they were rendered in Maya with Mental Ray, the one on the left with a 32-bit displacement map the one on the right with a 16-bit one both of which were exported with MD3 within Zbrush.
If you compare the images you can see that there are a lot of differences. The head rendered in Maya with the detail has an alpha gain value of 16 with an offset of -8 (the 16 came from the alpha depth factor in Zbrush), but you can see that it doesn’t quite look like the Zbrush one.
The image of the ear shows problems I have over random places across the mesh, I think it has something to do with the AUV tiles, UV method I used to create the UV’s in Zbrush (because I started in Zbrush there were no UV’s and the lowest Subd level of the head I have is 25K polys which is a little impractical to UV in Maya).
I know that using certain brushes can affect rendering in Mental Ray, and as I’ve found Maya 2008 (which I’ve used here) doesn’t render displacements as well as version 7.
I know I haven’t provided much information on the whole workflow but if anyone has any suggestions then I’ll welcome such advice.