Hello, thanks for reading this.
I'm building environments in Maya, consisting of modified primitives. I texture these primitives on a per/face basis, pretty similarly to the method used in game engine programs like QRadiant or the Hammer editor. I describe my approach for this as I might do something along the way that I shouldn't do at all.
Desired result: effective importing of the Maya generated/textured lowpoly environments to ZBrush. No problem at all with the geometries, but I fail to achieve "baking" of the textures.
Method:
I physically break up the models in Maya and texture the faces or set of faces individually, using different texture maps, while tweaking the UVs individually, too. Later on I combine the extracted faces together. (Might it be a certain way to lose all UV information?)
I don't know how to "extract" the texture and the final UV information off the integrated model, and I do notice that Maya switches back to the default material as the assigned shader. Maybe I'm making something totally wrong. I'm not sure whether I lose crucial information with this method, as the textured models do look the way I'd like them in Maya, but I have no idea how to find and save these texture and UV informations so ZBrush can use them, too. Please help.