This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
you could export your hand at the highest res and open it in Maya. Mirror it over so it is where you want it and export it as an obj. Open it up into zbrush and under geometry use reconstruct subdivisions to get it back to the base mesh level. Thats one way of doing it.
You can then re-load your model and add it to your sub-tools.
but as no one has responded i thought i would post it here too.
basically i create a low poly version of my model in zbrush which i export to maya. i then create a 2k texture, open zmapper, choose the maya tangent node best quality configuration and export the map.
in maya i import the object and assign the psd file to the bump node making sure to change it to tangent space normals.
as you can see i'm getting some really weird bending and contour type lines on the model.
I don't really use PSD's much for texture files, I pretty much always just use jpgs, and for normal maps I use the highest quality compression to avoid banding and noise like that.
thanks Gio - i tried saving the normal map out as a tiff from zbrush - but i am still getting the strange banding and contour lines. where would i change the compression?
well, still no luck. I tried saving out as a tiff and manually converting to a tiff in ps, but either way, it still looks crap. I also tried downloading a new configuration from zbrush central, but as you can see in the close up i am still getting some weird contours and triangles when i get up close.... gggrrrr.
so now i am trying to install pixero's js normal mapper and i think i have put everything in the right place, but i'm having some trouble putting the lines:
link "{MAYABASE}/lib/JS_NormalMapper.{DSO}"
mi "{MAYABASE}/include/JS_NormalMapper.mi"
in the maya.rayrc file. i've tried every combination i can think, but still no luck. either mr won't work or it renders the model black.
If anyone knows where to put them (no rude suggestions please) and can maybe show me their maya.rayrc file, i'd really appreciate it....
But have you saved it out from Zbrush as a PSD first so you get no automatic compression, and then saving out as tiff or jpg from photoshop, as you said you saved it out as a tiff again and converted it to a tiff again?
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