ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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304 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master



  1. If mental ray doesn’t appear in the drop-down list, you will need to load the plug-in
    manually. Click Window → Settings/Preferences → Plug-in Manager to open the Plug-in
    Manager menu (Figure 9.16). Enable the plugin Mayatomr.mll by clicking Load and
    Auto Load so the option is always available
    when Maya starts.

  2. The mesh is ready to render. Click the Render
    button at the top of the screen to see the result
    (Figure 9.17). Figure 9.18 shows the final test
    render with color and displacement.


That completes our introduction to GoZ. You now know how to export from ZBrush
to Maya using this powerful tool. GoZ will transfer subtools, color maps, and normal and
displacement maps.

It is important to note that this process will only work with 16-bit displacement maps and
not 32 bit. In the following section you’ll learn how to use 32-bit maps from ZBrush in
Maya. Later in this chapter we’ll look at how to manually set up all these render options
for when you are working with 32-bit maps. I encourage you to read the rest of this chap-
ter so you understand how the program sets up the scenes. Then you’ll be armed with the
information you need to make changes to the scene or set it up yourself if necessary.

Many of you reading this book want to find the fastest way to prepare your work to
render in Maya. If so, stick to the GoZ sections, which will explain the fastest possible way to
start rendering ZBrush tools and maps in Maya. For those readers who need to know how to
export maps using the fastest methods, skip down to the “Creating Maps Using Multi Map
Exporter” section of this chapter. Multi Map Exporter is the best method of exporting
maps from ZBrush, but I explain it last because I want you to understand what the plug-in
is doing for you before you rely on it in your pipeline.

Figure 9.15 Selecting mental ray as the default renderer Figure 9.16 If necessary, open the
Plug-in Manager to manually load the
mental ray renderer.
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