Several methods tried:
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In the zbrush tool menu, I import my .obj from maya. My uv’s are layed out before hand in maya. I draw my mesh on the canvas and enter edit mode. I then store a morph target in the tool menu>morph target. Then, I go to geometry, and I subdivide to about 1,000,000 polys or whatever is necessary for the level of detail. I make whatever sculpting changes i need to on my model at the various levels. I then return to subd level 1 to generate my maps. I go to tool>normalmap and turn on adaptive and tangent and set my map size to 2048. Then I create the map. I then, go to the texture menu select the map, flipit vertically and export as .tif. Then, go to tool>export>, turn on obj and quad poly, turn off texture and group. Export the .obj still at subd level 1. Open maya import the .obj, I just exported, assign a material, apply the normal map to the bump node as tangent, and render.
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Also, I have tried to switch the morph target out when in subd level 1, before generating the normal map, but I have noticed that the entire map is blue in those cases with no hint of any other color. I’ve applied these maps to the original mesh in maya and no luck.
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Normal map in maya:
I export the high poly mesh from zbrush as an obj, and import it into maya. Both my original mesh and high poly occupy the same space in maya, at the origin 0,0,0. I open modify>surface sampler. I clear the target menu and select my original mesh as the target. i select the high poly as the source. I turn on the normal map, set the size to 2048x2048, set it to tangent, and .iff. Include materials is checked and I set attach to shading network. Under options, i select transfer in world space, medium 4x4, filter size 3, gaussian filter, and fill seams 1. I have not changed the advanced options. Bake and close.
And the results are as you have seen. I have also tried this by importing my low poly .obj that zbrush produced and using the surface sampler with my zbrush .obj as the target. Also, no luck.
I would prefer to stay in zbrush as it is easier to deal with the high poly count there, than to imoprt it into my maya scene and zbrush generates the maps faster.
Hopefully this will help you in assisting me. I really hope I have simply overlooked an option box somewhere.
By the way I always import the .objs with create multiple objects set to false.