it is about the pipeline from zbrush to maya. i followed scott spencer zbrush to maya guideline but somehow it didn't work for me, had that typical, expected exploded mesh problem. u can call me noob or loser but i DESPERATELY NEED A SOLUTION in less than 24 hour cuz if not, i MIGHT NOT BE ABLE 2 GRADUATE AS THIS IS A TRUMP CARD FOR MY PORTFOLIO. (i had to use a dial up modem to connect here, so that shows how URGENT it is).
Here goes:
-i created a base mesh using zsphere
-took it back to maya and modified it
-laid out the UVs (in the 1 to 0 axis) using the pelting tool
-took the new mesh back to zbrush
-started sub-dividing n sculpting (apparently i forgot 2 store morgh target)
-when im done, i went to sub div 1 and exported the mesh as OBJ back to maya.
-rendered a 4096x4096 tif displacement map using Multi-Displacement Exporter 2 and everything scott said
-convert it to .map using command line
-went back 2 maya and set up the displacement nodes.
-remembered to set the alpha gain to 2.2 and alpha offset to -1.1
-created approximation editor with all the settings scotts said too
-turned off feature displacement
-tried rendering but it gave me that exploded and spike mesh that i think everyone had seen before
i was pretty i followed almost everything scott spencer said (except for the morgh target, but he said it doesn't matter). i set up the scene a LOT of times in maya already but it doesn't seem to worked everytime. PLEASE, PLEASE, anyone who has any idea what problem is it, PLEASE help me, I ALMOST BROKE DOWN N CRY WHEN IT DOESN'T WORK. Help me over this so that i can post my first ever work here for all you porfessionals to critque (i promise it will be decent enough).
if nothing else worked i will be desperate enough to export my half-million model from zbrush into maya as OBJ and render it. (actually, i tried, and it was pretty fast, 3.20 minute for a 640x480 production quality occlusion, but of course i lost some details).