I’ve been trying to fix some issues for almost 2 weeks now, and I’m really stuck. I can’t figure out if my problem is the Displacement settings from Zbrush, my render settings in Maya, or even if it’s the way I laid out my UVs early in the project.
I created a model (Human figure) in Maya 2011, and exported the OBJ to Headus UVLayout. I pelted the whole model in UVLayout, then took it over to ZBrush for polypainting and fine sculpture. I’ve been using Maya for a while now, and I’ve learned/used a little ZBrush in the past, but this is my first time trying to bring a sculpted (displacement, texture or normal/bump) back to Maya for rendering. I’m trying to add something new to my reel and start applying for jobs, and this has been eating up way too much of my time.
Original model from Maya:

I could probably put Depth up to 0.06 or 0.07, but it still feels like it’s a ways away from the ZBrush render, and I doubt the problem is strictly with Maya’s bump map setting.
Changing the Approx Method in Maya from Parametric to Spatial seems to make some tiny difference, but they’re basically producing the same results.
Since this is really the first time I’m doing detailed sculpting in Zbrush, then exporting it into Maya, is there anything that sticks out that I’m doing wrong, or are there any tips you can give as to the workflow between ZB and Maya (with regards to the gaming pipeline)? Is there some setting that is limiting displacement to a certain number of disp levels? Should I always assume the I’ll need a bump map because the DM can’t get to wrinkle-fine detail without hundreds of millions of polys?
I’m tearing my hair out on this now, and would love any kind of insight I can get.
Thanks,
Rory Fitz-Gerald
Character Modeler
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