ZBrush exported .ma and .fbx files in Maya

You may noticed when you import a ZBrush exported .ma or .fbx file the Smooth Mesh Preview is turned on by default in Maya for that mesh. That’s not a big problem if you have small or medium resolution meshes, but in many cases this is not “required”. 🙂 Solution for .ma files: Open the .ma file in a text editor Find this line: setAttr “.dsm” 2; //Smooth … Continue reading ZBrush exported .ma and .fbx files in Maya

Displacement and obj export from ZBrush (update)

Well, this is not as complicated as you maybe think. What you need: An object with multiple subdivision (and of course sculpted details) UV for the object This is how you do it: Go to Zplugin -> Multi Map Exporter Turn on Displacement Turn on Export Mesh Set the Map Size Make sure FlipV is tured on Go to Export Options -> Displacement Map Turn on: Adaptive, 3 … Continue reading Displacement and obj export from ZBrush (update)

Setup real world scale in ZBrush (Update – the correct workflow)

How to resize an object in Zbrush and export it in real world units? The actual size depends on three things: Size in ZBrush Export Scale value (Tool->Export->Scale) Unit in the target software. Maya’s default unit is cm. Change the size of the object: Go to Tool -> Geometry ->Size -> Modify the XYZ Size value (this is the largest of the three (x,y,z)). This is an … Continue reading Setup real world scale in ZBrush (Update – the correct workflow)

Retopology in ZBrush

Why you do it? More effective polygon count (you can add more detail) Nice low poly versions Nice topo equals nice(er) UV For animation you always need good edge flow How you do it? Retopology: Select your Sub Tool (if you have multiple)  which you want to retopologize. Hide everything else. (LMB on the little eye) Duplicate it. Go to Geometry->ZRemesher Set the Target Polygons Count (in thousands) … Continue reading Retopology in ZBrush