Thank you, this helped a lot!! We're always solving the "moon boots issue" by setting the displacement scale from 1 to 0.010. That usually works fine :)
The scale is dependent on the distance. 0.01 works for close up but you should increase for far away. Example a huge 50 feet tall statue won't have displacement visible without a good scale.
@@BobMcafee Thank you for answering me.! I have been considering that I must lost some steps..., Although I press the Lower Res button, then drag SDiv to 1,my modelling has not changed, Can you suggest me some keyword might approaching this question? With appreciation
Once I save to tiff and look to import into maya it is not found in the folder I saved it in. I checked the actual file and see the tiff file but in maya it does not become an obj.
I tried following this tutorial, and my models does have uvs but when i tried to apply a displacement map it just shows a flat jpg plane image where the overalls should be.
@@BobMcafee I don't understand your workflow actually Bob... Well, do i understand that correct, that first of all you make block-out of your model, make UVs (for example in Maya) then import it back in Zbrush (with UVs you did before) then continue making your model, add refinement and so on to highpoly until you're satisfied with your model , and ONLY after that you export your displacement... because otherwise it doesn't make any sense, cause you can make your model first, then go to subdivision 1. Then export it to maya, but then you have no HIGH poly... omg that's extremely complicated or i lost smth?
@@WannaFastWin I was not sober when I made this video, but the idea is to block out your model in Maya, ensure you have good UVs, detail the crap out of it, generate a displacement map, take it back to Maya hook it up, tweak it, and enable subdivisions so your mesh will have enough topology to support the details of the displacement map. The better way is using the multi-map exporter but it becomes more complicated so I make sure people see this method first. This tutorial uses Arnold as the renderererrrrrr...
You need the UVs layed out to get the map. You can export the lowest sub-div as an obj file, lay out the UVs and import it back into Zbrush then generate the displacement map. The UV lay out in Maya is better.
Hi, I have a question, when I go to Maya, and load the displacement map, in the limits of my UVs, the maya crashes (like break), I don't know why this happen, if you know what it is, you've saved my life :) Thanks for the tutorial.
@@robrobss You can enable the viewport subdivisions in the render settings and and increase the smoothing subdivisions by tapping page up and/or page down on your keyboard or check it in the smooth mesh section of your models shape node in the attribute editor. Hope that helps. Also, in the Vray settings you could try opensubdiv.
Thank you, this helped a lot!! We're always solving the "moon boots issue" by setting the displacement scale from 1 to 0.010. That usually works fine :)
The scale is dependent on the distance. 0.01 works for close up but you should increase for far away. Example a huge 50 feet tall statue won't have displacement visible without a good scale.
I literaly enjoyed this . Thank you so much !!! From 2020
Awesome , i needed this . I work in Zbrush but Maya is still like chinese to me . Thanks .
Love this! I usually skip to important parts but this was really entertaining that I watched it all haha
Thanks!
Yeees finally! I've been searching for this for a long time! Than you so so so much, it works!!!
"who am i what am i doing?" lmao
Hey thanks for the helpful video dude! Really fun to watch and easy to follow along (for me at least haha)
hope u have a good day :))
May I ask what did you do in 0:25,the step you done then your cursor turn into blue.plz tell me
Thank you for your nice video!!
When you hold down shift while your cursor is over an object, it turns blue to indicate that you are now using the smooth brush.
@@BobMcafee
Thank you for answering me.! I have been considering that I must lost some steps..., Although I press the Lower Res button, then drag SDiv to 1,my modelling has not changed, Can you suggest me some keyword might approaching this question?
With appreciation
@@陳昱慈-m2h You may have deleted your lower subdivision, try the reconstruct subdiv button to get it back
I came here only to learn how to export my file, I knew much more than that
Once I save to tiff and look to import into maya it is not found in the folder I saved it in. I checked the actual file and see the tiff file but in maya it does not become an obj.
Really cool thanks
this is very informative
I tried following this tutorial, and my models does have uvs but when i tried to apply a displacement map it just shows a flat jpg plane image where the overalls should be.
THANK YOU
this might be a total newbie question but is there a reason why "morph UV" etc buttons are greyed out on my version?
It's because you probably have't got UVs on your model.
@@BobMcafee I don't understand your workflow actually Bob... Well, do i understand that correct, that first of all you make block-out of your model, make UVs (for example in Maya) then import it back in Zbrush (with UVs you did before) then continue making your model, add refinement and so on to highpoly until you're satisfied with your model , and ONLY after that you export your displacement... because otherwise it doesn't make any sense, cause you can make your model first, then go to subdivision 1. Then export it to maya, but then you have no HIGH poly... omg that's extremely complicated or i lost smth?
@@WannaFastWin I was not sober when I made this video, but the idea is to block out your model in Maya, ensure you have good UVs, detail the crap out of it, generate a displacement map, take it back to Maya hook it up, tweak it, and enable subdivisions so your mesh will have enough topology to support the details of the displacement map. The better way is using the multi-map exporter but it becomes more complicated so I make sure people see this method first. This tutorial uses Arnold as the renderererrrrrr...
nice
Can I just import without UV? I prefer doing UV in Maya
You need the UVs layed out to get the map. You can export the lowest sub-div as an obj file, lay out the UVs and import it back into Zbrush then generate the displacement map. The UV lay out in Maya is better.
Can I do the same for normal map instead of displacement map?????.
Someday I'll do a normal map tutorial. Normal maps that come out of Zbrush tend to be weird. I'd use something else like Xnormal.
@@BobMcafee can you recommend a tutorial for Generating normal map using Xnormal .
@@rKringtonezone
Eat 3D can be trusted ruclips.net/video/e8M4wrCBcDE/видео.html
Hi, I have a question, when I go to Maya, and load the displacement map, in the limits of my UVs, the maya crashes (like break), I don't know why this happen, if you know what it is, you've saved my life :) Thanks for the tutorial.
hey same prob have diiscord?
Help!!! When i put the file the objects disapears :(
Did you shut down the render view and open it again. Sometimes this is the quick fix.
@@BobMcafee okay sorry, it isnt the displacement, it happends when i turn the subdivisions on, and it doesnt fix opening again :(
is it posible to do without subdivisions and not losing quality??
@@robrobss You can enable the viewport subdivisions in the render settings and and increase the smoothing subdivisions by tapping page up and/or page down on your keyboard or check it in the smooth mesh section of your models shape node in the attribute editor. Hope that helps. Also, in the Vray settings you could try opensubdiv.