ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

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



  1. In Maya, choose File → Import → OP and
    select OBJ for the file type (Figure 9.26).
    Make sure that Create Multiple Objects is
    unchecked. If this box is selected, Maya will
    not preserve the point order and your model
    will not reimport into your ZBrush.

  2. Make any UV changes you want and export
    the OBJ again.

  3. In ZBrush at subdivision level 1, choose
    To ol → Import and select the new OBJ file.
    The UVs will automatically update to the
    ones in your new OBJ file. You can verify
    the updated UVs by using the Morph UV
    function under Tool → U V Map.
    If you import a model into ZBrush and the
    vertex order has changes, it may appear to import
    fine. The problem manifests when you try to step
    up subdivision levels. The mesh will explode, as
    shown in Figure 9.27.


Figure 9.27 Changing the vertex order outside of ZBrush can cause meshes to explode.

Generating Displacement Maps


ZBrush is capable of creating 16-bit and 32-bit maps in single-channel grayscale or three-
channel RGB. In this section, we’ll discuss how to create two kinds of displacement maps,
16-bit and 32-bit. Regardless of the type of map you generate, it is important to be aware
of the shape of the base mesh from which you generate compared to the mesh on which you
will render it.

Figure 9.26 Import options in Maya. Note that Create
Multiple Objects is not selected.

Free download pdf