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Maya to Zbrush to SL workflow?

Sparkle Skye
Second Life Resident
Join date: 27 Oct 2004
Posts: 1,016
11-18-2009 17:07
Is there a way to start with nurbs in Maya and then go to zbrush or mudbox then to SL?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-18-2009 19:11
Zbrush and Mudbox cannot use NURBS. They're polygon-only. If you want to export from Maya to either one, you first need to convert your model to polys.
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Sparkle Skye
Second Life Resident
Join date: 27 Oct 2004
Posts: 1,016
11-19-2009 18:06
I guess I asked incorrectly I knew Zbrush and Mudbox cant handle nurbs, what I wasn't sure about was if I converted the nurbs to a poly object would it still load ok in SL or are there more steps involved that I need to do to make it work correctly.
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
11-19-2009 23:20
I just ran a test with Sculpty Maker 2.4 and it looks as if you can create your initial object (for example, a 32x33 Sphere3D) in Zbrush, then send it on over to Maya as an .obj file, then after manipulation, export as an .obj again and turn into a sculpt map with Sculpty Maker. The only catch is that sometimes the sculpty inverts, which you can fix in Photoshop with a quick Cntrl-I on the mess.
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
11-20-2009 15:21
All right, here's the object files I made. To use them, you need to unzip them (Winzip has a free trial if you don't have it already). You will also need SculptyMaker, which you can get here:
http://www.shiny-life.com/sculpty-maker/

Caveat: I never updated past 2.4 because it worked fine for me. I presume it still will work for later versions, but one never knows

Then:

1) Import the needed .obj to Maya

2) Create your masterpiece. Standard sculpty rules apply, no deleting or adding vertices, no extruding, yatatatata

3) Export as an .obj file

4) Use SculptyMaker to create a sculptmap. If you turn off "scale" and "centre" it will be positioned and sized as it is in your Maya scene. On the other hand, leaving those on will maximize your use of the bounding box. As an aside, I've never found the need for a sculptmap beyond 64x64, so I just leave the size slider there.

5) Go into Photoshop (or what have you) and invert the colours (Cntrl-I. I forget where it actually is on the menus :D ) If you skip this step, the sculpty will look inside out. It will also flip the sculpty upside down-- I think if you flip the map vertically it will fix that.

That's really all!
_____________________


Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
11-20-2009 15:23
Hum. The sphere file didn't attach again. I'll have to try again later.
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

http://slurl.com/secondlife/Caledon%20Eyre/48%20/183/23/
Sparkle Skye
Second Life Resident
Join date: 27 Oct 2004
Posts: 1,016
11-22-2009 01:53
Thank you I will give these a try
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Beauty is in the eye of the Beholder...Always hold Beauty