trivia question of the day: who can tell me what is wrong with these .zpr and .ma files?
2011 15" macbook pro
maya 2010
maya 2012
zbrush 4r2disclaimer
my computer is already having graphics card issues (rosetta trying to run graphics-heavy 32-bit applications on a 64-bit machine), so this might be a problem with the graphics card. but these problems feel different than the normal graphics card problems that i have, especially since these are more consistent.
problems
zbrush:
final sculpt of hair in a bun
http://th02.deviantart.net/fs70/PRE/i/2012/037/b/6/preg_hair_bun_by_stycotl-d4ovyi2.png
work on clone
http://th04.deviantart.net/fs71/PRE/i/2012/037/e/4/preg_hair_work_on_clone_by_stycotl-d4ovyl0.png
twin UV sets for same object
http://th08.deviantart.net/fs70/PRE/i/2012/037/e/1/preg_hair_double_uvs_by_stycotl-d4ovyo8.png
error message received when i decide to try the double maps anyway, in order to fix them in maya
http://th09.deviantart.net/fs70/PRE/i/2012/037/1/a/preg_hair_paste_uvs_error_message_by_stycotl-d4ovyrq.png
base female mesh with polypaint
http://th09.deviantart.net/fs70/PRE/i/2012/037/1/d/preg_polypaint_by_stycotl-d4ovwf4.png
tool > texture map > new from polypaint: hands map successfully, though it changes some of the visible texture for some reason, but the rest of the model turns black
http://th07.deviantart.net/fs71/PRE/i/2012/037/5/3/preg_texture_by_stycotl-d4ovwjj.png
maya–using GoZ from zbrush
***8226; all objects have weird smooth effect on the edges of the models; the normal map texture does not extend to the edge of the modela friend said that he has this problem going from zbrush to maya when his UVs overlap; mine are not overlapping on any of the subtools and all UV maps are separate from each other
this is happening on all of the models, but i just showed the aprons trap since it showed two edges close; also note that the smoothing does not cover a whole polygon face
what the edges of the apron strap look like in zbrush
http://th07.deviantart.net/fs70/PRE/i/2012/037/a/d/preg_smoothedge2_by_stycotl-d4ovwq6.png
http://th05.deviantart.net/fs71/PRE/i/2012/037/8/2/preg_smoothedge3_by_stycotl-d4ovwtb.png
what the edges of the strap look like when GoZ’ed into maya; note the normal map does not stretch to the edges of the model, unlike the color texture map, both of which use the same UVs
http://th00.deviantart.net/fs70/PRE/i/2012/037/c/f/preg_smoothedge1_by_stycotl-d4ovwn7.png
http://fc00.deviantart.net/fs70/i/2012/037/c/0/preg_smoothedge4_by_stycotl-d4ovwvx.png