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# 3 21-01-2013 , 04:04 PM
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Join Date: Oct 2011
Location: Zurich, Switzerland
Posts: 99
@dverave,

I think mudbox is better at texturing then zbrush but that just might be me, I also use photoshop but you could just use mudbox. My work flow would be model the base mesh and UV in maya then send to mud, sub divide to the level you need then its a case of using projections and paint to get a texture(this is were I use photoshop to clean up the texture) and normal map that you can export to maya................dave

Thank you so much for your quick answer!

You can imagine that I have already tried more or less exactly that what you have suggested with a simple wood plank before I have opened this thread. user added image Unfortunately after have aged the plank in Mudbox, painted some wood structures on the plank and sent to Maya (exporting in FBX did the same) I received just back the mesh with a dark texture and no structures. The shader is available in the Hypershade.....

That's why I was asking for a work-flow or somebody who can teach me how to proceed.


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