To get the vertex color information, we are going to add the node AiUserDataColor, and with the node selected we will write the name colorSet0 in the Attribute section. If we apply it directly on the model we will see that it doesn’t have any color. Now within the Maya materials, I am going to use a Standard surface material from Arnold. The first thing we do is select the model, in the Attribute tab and we have to make sure that we have activated "Export Vertex Colors." We also have to take into account the name ("colorSet0" in this case) that appears in the Current Control Set section on the Mesh controls tab, since this name will be used in the next part to capture the vertex color. Once we have the model in Maya, we are going to configure the properties of the model to be able to obtain the vertex color and be able to render our model without UVs with the ZBrush polypaint. In this step we export our model from ZBrush to Maya We export it in FBX as I show in the image. In my case, I have selected to reduce the model to 20% of the polygons. It may take a few minutes to do it, then click on Decimate Current. In the slider we select the percentage of polygons we want to maintain, then we will click on Pre-process current. For this reason I go to the upper panel ZPlugin / Decimation Master and activate the Use and Keep Polypaint box since we have colored the model and we want to keep it. To avoid problems we are going to reduce the polycount. Now we have the model in a single SubTool, it’s a single object now, but I can find a problem and it’s that if my model has too many polygons it will be difficult to export and then import it into Maya. For this I click on merge visible in the SubTool panel. The first thing I do is merge all the pieces of the model into one. Once we have the colored model we can export it to Maya to make a render in Arnold.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |