There are several ways to transfer the zbrush® model to Maya, you can use the UV master plugin to create some quick UV in ZBrush, and then extract the grid, but keep the UV option open so that when you export to Maya and render it, There is no need to worry about the topology and the exact UV problem, this option is good for static images. Another approach is to reconfigure the high-resolution model, with the help of a topology application, such as Topogun or 3d coat, or using the local tools in Maya, Quad draw has been greatly improved enough to be able to do a new topology.
After all the UV layout, the model can be put back to ZBrush, through UV from high-resolution sculpture projection to the model to generate replacement maps and textures, ZBrush multi Map exporter can be useful.
You can use Photoshop, ZBrush, or Mari to adjust textures, create bumps and specular maps, and then use them in the final rendering.
1. Copy and extract
Copy all the parts you know you want to reconfigure, open the decimation Master under the Zplugin menu, and if you want to keep the coloring details, use Keep and using Polypaint, click the pre-process current button, After preprocessing is complete, the percentage of clicks decimate current,15-20 is usually sufficient for a model with a higher number of polygons.
2. Export and re-topology
After you have extracted all the subtools, you will have to export the model. You can use the Export all Subtools button under the Decimation tab to do this, one after another on the Tools tab, or use the Goz plugin under the tool menu. After entering Maya, it takes a little time to open the modelling toolbox, activate the high-resolution model, and start a new topology.
3, UV and projection
After all topologies have been completed, the UV model is initiated to ensure that the appropriate group model parts are based on the material type, and the new UV tool in Maya's bonus tools is ideal for UV and can greatly improve efficiency. Once again, import the UV model into ZBrush, and then use the Project All button to project the details onto the subdivided model, ensuring that the highest resolution is reached and that the color information is turned on.
4, texturing, coloring and rendering
Now you can export the color information, displacement maps, and any other textures you need from ZBrush, and make further adjustments in the 2D software. Then put them in the Maya, plug them into the correct slots, set the lights and start testing the rendering. Because you already have UV, you can return to ZBrush and modify the high-resolution model as needed.