ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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■ Setting Up Your Scene for Displacement 323

To generate multiple maps with Multi Map Exporter, it is necessary to set up multiple
UV regions in Maya. This simply means your UVs lie outside the standard 0 to 1 range, which
is displayed in Maya by the upper-right quadrant in the UV Texture Editor (Figure 9.40).
When your mesh has UVs that lie outside the 0 to 1 region, clicking the Create All button
in Multi Displacement 3 will start generating and exporting maps for each of these regions.
Follow these steps to set up a ZTool with multiple UV regions:


Figure 9.40 The UV Texture Editor



  1. To display beyond just 0 to 1, select View → Grid ❒
    and raise the Length and Width values to 5. These val-
    ues may be higher or lower as needed. You may also
    want to set Grid Lines Every n Units to 1 to visually
    clarify where each region begins and ends (Figure 9.41).

  2. To shift UVs from 0 to 1, select a shell and in the Maya
    command-line editor or the Script Editor, enter the fol-
    lowing MEL command (note the uppercase letters):
    polyEditUV​-u​1​-v​0
    This moves the shell one unit to the right and 0 up
    or down. Repeat for each shell you want as a separate
    map or UV Group, placing each in its own quadrant.
    Increment the U number for the number of quadrants
    to move in each direction.

  3. Once your UVs are placed, export the mesh as an OBJ file. This mesh can be imported
    into ZBrush for sculpting. If you have already sculpted your character, this model can
    be imported into an existing ZTool, swapping the UVs.


Figure 9.41 UV Texture Editor Grid Options
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