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GOZ to Maya shader defaults to Blinn...

I am curious if there is a way to default the shader that is created when you GOZ your model to Maya. The default shader that is created is a blinn. Is there a way to default this to a mia material x?

It seems Zbrush does a nice job of creating the shading network for you in Maya, but i wish it could do this for a mia material x. Any ideas or good workflows around this?

Thanks!

I am starting to think the best way to handle subtools is to “GOZ” each subtool independently and handle the indivdual displacement maps one at a time (manually) so I have the freedom to create any type of shader I want in Maya. More work, but more control.

Does this sound about right? I am still new to zbrush and want to take advantage of its power.