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How to build a beast horn using Maya and detail it in Zbrush
How to build a beast horn using Maya and detail it in Zbrush
admin, updated 2005-09-05 08:55:18 UTC 103,553 views  Rating:
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Time for some detaling.
Choose the projection master, and make sure it is for deformation only on one side.

Drop your object.
Now let's add some scratches to our horn. Once you are done with this side, click on the Projection Master again and pick up your horn.




After a few minutes of painting and sculpting, and using the above tools, you will get something like this. It is now time to export your work.
Again, if you want to know how many polys your object has, just move your cursor on top of the tool menu, and it will give you that information.

click for larger version


The next step is to prepare the model for Maya. When that model goes to Maya, it will be converted to Sub-D or poly smoothed.
So what we need now is the cage model. To do so, we go to Tools - geometry, lower the division to 2, and hit the cage button.
You can delete that first level now by hitting Del lower

click for larger version


Let's make our UV map. Under tools - textures - AUV tiles, it will make a UV map that has a perfect square for each poly face.
Note: you could have done that step in Maya. Prepare the UV map the way you like it and then when you export your OBJ file it will have the UV done already.





Export the cage OBJ by using Tools - Export. It will save it as OBJ file which has a UV map on it. We will need this in Maya.


click for larger version


Time for displacement and bump maps.

Displacement:
At this level, which is now level 1, of the OBJ cage, go to Tools - Displacement and choose subpix between 2-4. The higher it is, the more accurate your map would be, and the longer it will take to generate. I usually choose 4.

The map size by default, is 1024. I made it 2048 for a more accurate result.
Notice the bar at the top of your screen. It will tell you how long it takes to generate that map.




It will be placed in the alpha tool palate. Highlight it and go to the alpha pull down menu.

click for larger version


Look at the alpha depth factor, mine was 0.9825. We will need that number later in Maya. While we are at it, hit the flip Vertical button.
(That step could be done either in Zbrush, Photoshop or Maya...it's up to you.)
Hit export, choose tiff format and store it on your HD.




Time for the Bump map.
This is the same thing that we did before, only this time we are doing it at level 3, (it was level 4 before we deleted the lower one.)


Working with Photoshop


Before we start with make sure your Photoshop setting is on 'No color management' under
edit > Color setting
set it to Color Management off

Open photoshop and choose Image mode - RGB
The reason we did this, is because maya cannot read Grayscale.

Save your new file and lets call it 'texture 1'





Image adjustment - Auto contrast

Note: The image we got from Zbrush is gray color. Maya needs a range of black and white to make a proper displacement. I'm not going to get into the details of that , but in a nut shell Maya need a value of Black and White to make a proper Displacement and Zbrush gives a value of gray scale.
Some 3D packages can do it internally. However I could not do it in Maya, so I did it in Photoshop.




Save your new file, and lets call it 'texture2'
For the bump, convert it to RGB. You do not need to do the auto contrast.

Here is how the Displacment maps I'm going to use look like.

click for larger version