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Old 08-07-2008, 06:21 AM   #1 (permalink)
Wim
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Maya to Zbrush questions.

Hello I recently started with modeling for games and I received some problems that I cant find. I'm normally no Maya user, but I want to learn it, so every help is welcome.

ok the first problem I have is this.

1. When I export an obj. to Z than my normals are flipped. And when I try to flip it in Maya the result stays the same? See picture1

2. when I test a normal map in Maya the result is invert. see picture 2

3. I delete by accident some pollygons in the mouth, so there is a gab when I go hi res in Z, how can I make a poly? ( a very noob question I know)

4. ... I forgot about the 4 th question. I will ask later.

hope someone can help me out a bit.

cheers
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File Type: jpg ZbrushFLIP.jpg (110.0 KB, 44 views)
File Type: jpg normal.jpg (18.3 KB, 53 views)
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Old 08-07-2008, 06:33 AM   #2 (permalink)
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I don't remember exactly, but on my job last week I had to modify quite some OBJ export settings in Maya for the transition Zbrush-Maya to go as smooth as possible. You should look into those settings.
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Old 08-07-2008, 07:30 AM   #3 (permalink)
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1. make sure you have Normals ticked on your OBJ export options in Maya, also check your Import options in zbrush. You can flip normals in Zbrush using Display properties > flip

2. If you are using Zmapper to bake your nmap then make sure you are using a Maya preset (they come with zmapper) alternatively flip your green channel in the nmap to get it working right in Maya

3. best thing to do is repair it in Maya and take it back into zbrush, I've never tried repairing holes in zbrush
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Old 08-07-2008, 07:43 AM   #4 (permalink)
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Hi Wim, I've been playing with Zbrush recently and always use Maya or Silo

1. cant say I've had that problem, try what the other suggested or you can also turn the back face culling off in Zbrush (display both sides), cant remember exactly where off hand think it's under Tools>Display or Preview or something like that. Then you will be able to see all your poly's.

3. dont think you can repair holes in Zbrush and its best to only export solid meshes with no holes and fairly even mesh so Zbrush can subdivide it evenly. To fill holes in Maya you need to use the "Append Polygon Tool" and click on the verts around the hole, whether you click Clockwise or Anti-Clockwise will effect the way the resulting normal will face so keep an eye on that.
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Old 08-07-2008, 08:29 AM   #5 (permalink)
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ok I thank everyone for the advice, I gonna try it later this evening. I remember my last question...how can zoom in closer without going in you're mesh? When I zoom in Maya I am allways to far from my obj. to select sertain edges correctly? thx
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Old 08-07-2008, 08:56 AM   #6 (permalink)
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in your perspective camera attributes change the near clip plane value
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Old 08-07-2008, 08:58 AM   #7 (permalink)
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Try selecting the object or area you want to zoom in on and hitting f on the keyboard to focus on what you want to look at.
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Old 08-08-2008, 02:38 AM   #8 (permalink)
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Ok I tried yesterday to fix the issues that I had.

Result;

Fixing the holes in the mesh worked, but when they are small its impossible to make a simple poly?

About the camera settings, it worked thx for that.

Flipping the mesh and make it doubble sided worked also.

But the normal maps are still flipped! whatever I try its inverted. Flipping the image or the green channel doesnt effect the Nmap?

An other problem came up but I'll explain when I fixed these. cheers
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Old 08-11-2008, 03:11 AM   #9 (permalink)
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Hey Benclark I tried to make that NM flip and the result you can see. I dont have an idea how a normalmap should looks like, but I dont think it's the purpose of getting this crapy result? I still dont know what I'm doing wrong.
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File Type: jpg Zbrushmesh.jpg (77.7 KB, 13 views)
File Type: jpg volgensvriendForum.jpg (100.9 KB, 13 views)
File Type: jpg volgensvriendForum_maya.jpg (106.2 KB, 17 views)
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Old 08-11-2008, 06:16 AM   #10 (permalink)
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are you using a Maya preset to bake the map?

In zmapper hit the open configuration button and load up one fo the Maya presets. After that dont make any changes to the other buttons and try a bake with those settings

It also looks like you are rendering out your normal maps in Maya? How do they look in the viewport?
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