If you can get your figure into Blender you can try exporting via fbx and get it into Maya. All methods I know of require some serious tweaking and setup inside Maya. It is possible to get a figure at any subdivision detail to Maya lisslessly but I don't know of any direct and easy way. If you use OpenSubDiv in Blender, you will. The implementation of of Pixar’s libraries in Blender is being used for better handling of subdivided surfaces that speeds up the redrawing of deforming meshes. This also cannot be sufficiently fixed with displacement maps. OpenSubdiv is Pixar’s open source libraries that will give you high performance subdivision surface (subdiv) running on both CPU and GPU. If you subdivide inside Maya and apply a higher subdivided mesh as a blendshape you will still lose some decent amount of detail. However if you use the skinned mesh that comes out of daz to maya or Genesis 8 for Maya you get a smoothed mesh at base resolution. If catclark doesn't work you can try to transfer vertice orders in Maya natively do the vertex order matches between your blendshape mesh and your mesh receiving the blendshape. I need to try it myself again because I've changed my workflow between daz to maya, but if I remember correctly catclark inside Maya works.
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