Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 06-06-2010 , 12:41 PM
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Zbrush 3.5 r3 to maya 2009 problem

Hi all
This one has been a pain for the life of me I cannot get the detail to render in mental ray, I have done most of the things you would normaly do like change the tif to map changed and other settings, you can see some of the detail is there but only just................any help.............thanks dave

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# 2 06-06-2010 , 03:19 PM
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Are you saving it as an ma file, that brings maps over and such out of Z.


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# 3 06-06-2010 , 04:14 PM
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Hi gster123
Yes I| did, was with a displacement but I didnt need that. The normal map is doing something but not a lot. Could be a setting in zbrush that I am missing...........dave

Edit: I think I fixed it, went into zbrush turned of the displacement then exported it, working fine????????????????

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Last edited by daverave; 06-06-2010 at 07:51 PM.
# 4 06-06-2010 , 07:49 PM
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Not too sure, whats it like in software?


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# 5 06-06-2010 , 08:11 PM
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Mental ray and hardware OK, software horrible




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# 6 06-06-2010 , 10:52 PM
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dave

what are your exact settings for the dis map and your normal map, in both zb and maya

cheers
Jay

# 7 07-06-2010 , 04:02 AM
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Hmm? You need to be a little clearer on what's going on, and what you've done. Are you having a problem with the displacement map, or the normal map?

If it's about a normal map, Maya's normal map node doesn't work very well in my opinion. There's a great one from Jan Sandström (Pixero) for mental ray (and software for some versions) that you can find here: https://www.pixero.com/downloads_mr.html under "JS_Normalmapper and JS_EdgeDisplacer 1.2.2"

Give that a try.


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# 8 07-06-2010 , 09:12 AM
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Next Design

theres no point flooding him with that stuff until the basic problem is ironed out.....

Mayas normal map node is fine, theres obviously a prob at Daveraves end.....

Jay

# 9 07-06-2010 , 12:06 PM
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Hi Jay, NextDesign thanks for replying
Original I had a displacement and a normal map but the normal map was not comming through. The model comes back from zbrush a lot larger in scale than the I exported to zbrush? Some of the original settings were for the displacement map.
Smoothing on and 32 bit
For the normal map.
Tangant and smoothing on I think might have had adaptive on?
Blur set to 8
To get the normel to work I turned of displacement in zbrush norms set to tangant adaptive and smoothing on.......this worked but would like to understand why dis and nors would not work together thanks nextdesign have downloaded the node will have a look at it after I can fadom this out...........dave




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# 10 07-06-2010 , 12:13 PM
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Okay

First export the model from the export options box at the bottom right of the menu. turn off grp and turn on MRG. leave scale at 1. Export. Try the maps now. Scale is and always will be an issue in Maya.

Adaptive is fine for now too....

also can you show me yor alpha gain settings etc for the dis map.

then we can move on. We'll do a process of elimination. Im at work but with ZB here so will do what I can to help until this evening

Jay

# 11 07-06-2010 , 02:32 PM
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Hi Jay
Done the settings you suggested exported with dis map and norm map still the normal map is not comming through in mantal ray.
for the displacement Alpha gain is 1.219 and Alpha offset is -0.609
..........dave

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# 12 07-06-2010 , 03:09 PM
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send me the maya file (as a .ma), I'll have a look when I get home.

Jay

# 13 08-06-2010 , 03:42 PM
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Any joy then Dave after I slogged and sweated over the problem for you?? LOL

Jay

# 14 08-06-2010 , 04:34 PM
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Hi Jay
Have not had a chance to try yet, trying to get half a hour to sit down with it, thanks for the work you did, any blood loss..........LOL.....dave

Should have something done in a couple of hours




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# 15 08-06-2010 , 07:06 PM
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Hi Jay
I think you got it, it was the ma file that was the problem can render with norm and displacement map using object then setup shaders myself..............thanks again .........dave

Edit:Now I see that there is a bit of stretching need to tweek my UVs




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Last edited by daverave; 08-06-2010 at 07:10 PM.
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