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
# 16 18-07-2009 , 05:23 PM
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Ok now when you make the high res model ... i mean when you make the model into Zbrsuh you must export:
1) High level detailed model
2) get the slider to lower level " 1 " and export the low poly
3) download Xnormal ( program for baking normal map)
4) then into the program load into " High mesh " the High level detailed model
- Into the low res poly mesh import the exported from Zbrush low poly mesh
5) go to baking options set the 2048x2048 or what you want this is good for high quality normal maps
6) after that hit generate normal map or what was named the button in the right
7) then go into Maya
8) import the low res mesh exported from Zbrush
9) place a shader blinn on that mesh
10) hit option for the shader
11) click on the checker near the bump map options
12) select "TANGENT SPACE" !!!!! very important it is set on bump map but you must set it to TANGENT SPACE it's just from the drop down arrow
13) select file - > load the normal map .targa file baked from Xnormal
14) hit enter
15) select from the render menu hardware render option
16) render it with hardware


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# 17 18-07-2009 , 07:10 PM
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Ok!
I thnk i understand the idea behind this, but I didn't get it at the beginning. Do I have to export 2 different versions of my model?

Am I right when I am saying, that xnormal makes a texture out of zb?

# 18 18-07-2009 , 08:20 PM
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It makes normal map ... blue color like with some pinks etc...

yes export from Zbrush your higher level of divide
also export from Zbrush your lower level

# 19 18-07-2009 , 08:24 PM
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ah ok. I try it again now. I did it half an hour ago and it made the map but no effect in maya. the model looked very pixelish (?!)

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But when I do it like that, I only have bumpmap and no "real" model right?

# 20 18-07-2009 , 08:33 PM
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It is called normal map not bump :p :p
They are different !

# 21 18-07-2009 , 08:40 PM
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Hm xNormal says, that the LowPoly Mesh has no texture...
what to do in ZB?

# 22 18-07-2009 , 08:48 PM
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Did you lay out Your Uvs ?

# 23 18-07-2009 , 08:55 PM
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I enabled UVs under the Texture menu. And at the very bottom I checked: OBJ. Qud. Txr.

For the Hi Res model I had the scale slider at 100 for the low res model at 1.

# 24 18-07-2009 , 09:11 PM
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well no with those settings xnormal is doing something but the map is just blue???

# 25 18-07-2009 , 10:50 PM
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well this zbrush stuff wont work for me... dont know why.

# 26 18-07-2009 , 10:58 PM
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You need to layout the UV's from maya

# 27 19-07-2009 , 02:49 AM
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if you're new to zbrush you should take a look at the video tutorials
there are some free ones on the zclassroom and they are pretty short (google zclassroom, it's one of the first links), there are basics there too... you should take a look because zbrush isn't like a regular program.

taking the time to learn how to use your software will save you time in future

also, you could just make a bump map in photoshop or whatever painting program you have. just make a greyscale image. you may want to change the thing from NURBS to polygons, NURBS come with their own UVs and by the looks of things you have a giant seam in the texture

also, i suggest you look at this:
https://www.simply3dworld.com/movie_p...tml?tut_id=156
it's free


ok, so maybe you might not find what im talking about when i mentioned zclassroom..
zclassroom:
https://www.pixologic.com/zclassroom/homeroom/
click: "getting started wtih zbrush"
you you are still going with coldwaves suggestion of normal maps then pay attenttion to some of the things in "essentials", and everything in "normal maps for maya" (click "chapters" near the bottom to see these options)




that's a "Ch" pronounced as a "K"

Computer skills I should have:
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Last edited by Chirone; 19-07-2009 at 03:24 AM.
# 28 19-07-2009 , 08:36 AM
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hey kimsay,

Why dont u use some phtoshop plugin or CRAZY BUMP to generate the normal map.It only requirs the color texture ur using.

While sculpting the cave, i guess, maya's sculting tool can be a smart choice, till that time ur not asking for high level of detail.
And for details on the surface of the cave, use the same method i mentioned above.

# 29 20-07-2009 , 07:27 AM
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Hi there!

I just recognized, that I am still at the very beginning of my "3d career" user added image but anyway: I am so glad, that you guys helped me out!!! I took a look at the zclassroom and it was really helpful. I now can use the basic tools of zbrush and now it is really fun user added image nice program. I should mention that pixologic offers a free full version of zb for 30 days. That is great.

Hm. I think I should take a look at what normal maps are?! Because I've never heard of normal maps and I do not know really how they work. Unfortunately in my maya basics book, there is nothing about normal maps on 700 pages... damn user added image

I learned the maya modeling basics from free tutorials from simplymaya (really good!) and my maya book.

By the way: What is the "sculting tool"??

So far: Thanks again for your help! Great forum, where beginners get help, real help! :bow:

# 30 20-07-2009 , 08:33 AM
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I read something about normals on this page I've found: https://www.bencloward.com/tutorials_normal_maps1.shtml

Is it right, what the guy is saying, because he says it could contain wrong content...

nevertheless I think I got the basic idea of normals... user added image

I'm still wondering what this sculpting tool is user added image

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