

Model Requirements for ZBrush There are two requirements your model and UV map must require before they can be used in ZBrush: and The mesh may only have one UV set and the UVs may not overlap at all. Click the loaded checkbox next to each to load them now, you may also want to click auto load so they are available every time Maya starts. The OBJ plug-in is called objexport.mll and the Mental Ray plug-in is called 3Ĥ Mayatomr.mll. This will load the Plug-in Manager window as seen below. Model Loaded Into Maya To load the object exporter and the Mental Ray renderer go to Window>Settings and Preferences> Plug-in Manager. The mental Ray renderer is also a plug-in we will load at this stage so it will be available when needed. The OBJ exporter is a plug-in which must be loaded. Maya will export OBJ files for this purpose. We will need to export the geometry as a generic 3D format that ZBrush can read. Maya Model Prep If your model started as a mesh in Maya, begin by loading your model in the Maya workspace. This guide will focus on 32-bit displacement maps which enable real world displacement (no arbitrary scaling factors necessary) and produce the best possible results in achieving the look of your original ZBrush model. Scott illustrates the processes he uses to work seamlessly between the two applications.
#ZBRUSH 4 IMPORT DISPLACEMENT MAP MANUAL#
In this manual Scott Spencer will guide your through a process of exporting your sculpt in ZBrush, for use in Maya with Mental Ray. Introduction Welcome to the ZPipeline ZBrush to Maya guide.

INTRODUCTION MAYA MODEL PREP MODEL REQUIREMENTS FOR ZBRUSH Fixing Overlapping UVs Cleaning the Mesh Topology EXPORTING FROM MAYA SCULPTING IN ZBRUSH UV REGIONS AND POLYGROUPS FINAL UV ADJUSTMENTS AND VERTEX ORDER DISPLACEMENT MAPS AND THE ZBRUSH ALPHA DISPLACEMENT EXPORTER GENERATING A DISPLACEMENT MAP Creating a comparison Image to check your Maya Renders BACK TO MAYA MAYA SETUP FOR RENDERING CREATE.MAP FILES RENDERING WITH A SINGLE MAP Lighting and Test renders MULTIPLE DISPLACEMENT MAPS SETTING UP UV REGIONS IN MAYA MAKING THE DISPLACEMENT MAPS IN ZBRUSH APPLYING MULTIPLE DISPLACEMENT MAPS IN MAYA BUMP AND DIFFUSE MAPS USING THE BUMP VIEWER MATERIAL APPLYING BUMP MAPS IN MAYA CAVITY MAPS AND THE DIFFUSE CHANNELģ 1. Please mail comments or suggestions about this document toĢ 1. All other trademarks are the property of their respective owners. Maya is a registered trademark of Alias, Inc. Photoshop is a registered trademark of Adobe Systems, Inc. Pixologic and the Pixologic logo, and ZBrush and the ZBrush logo, are registered trademarks of Pixologic, Inc. You can see that it will require a displacement map for the base mesh with all its little spikes sand scales.1 ZBrush To Maya 32-Bit Displacement Guide Scott Spencer November 10, Pixologic, Inc. I'll attach a sample of my HP mesh and for a better idea of what I am trying to do. I am game for any workflow advice as this is my only current understanding of the process if you have any better or more efficient and effective methods let me know thanks!! From what I understand there is no shader within SP to actually view the dis-map in the view port. I expect to create a displacement map for my base mesh within BLENDER, my go to 3D modeling and rendering software.įrom there how do I actually import, use and view the map in SP. I have a high detailed high poly model out of Zbrush but will require a displacement map for the base mesh as its organic surface is too complex for a typical low poly base mesh.

I am new at texturing and am trying to figure out the workflow for complex meshes within SP.
#ZBRUSH 4 IMPORT DISPLACEMENT MAP HOW TO#
So I am trying to prepare a model that was created for 3D print for texturing and I am having a difficult time figuring out how to go about it with the workflow I typical use for displacement map / texturing.
