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Apply DispMap inflates the geometry

hi all,

I did a search but cant seem to find a solution to this issue, I’m trying to apply my painted disp maps from mari onto my zbrush model using the apply DispMap feature. Before I bake it down everything looks nice and sharp but after I click apply it seem inflates my mesh so everything looks blobby.

The funny thing is I was working on the exact same model few days ago and the method seem to work well, when I click apply disp I get the exact same result I see in preview but for whatever reason it seem to stop working now and it keeps inflating my geometry.

Any help would be greatly appreciated.

Thanks

just want to quickly add that even if I apply a 50grey map it still inflates my model. I’m really running out of ideas here :frowning:

Hello @RE3456

When you switch on a displacement map in that palette, by default it is just a real time shading effect–the actual geometry is not involved. When you apply the displacement map, it actually changes the mesh with elevations determined by the intensity and midpoint values. There is not, however, a 1:1 relationship between the bump effect and the actual geometry displacement, so what you see may not be what you get. It’s a bump effect, so it does not change the silhouette, no matter how far you crank up the intensity.

In order to more accurately preview the geometrical displacement, switch on the “mode” button. Then you will see the actual silhouette being changed by the intensity and midpoint settings. . When you apply the displacement now, the effect should be much more faithful to the preview.

Keep in mind the mesh must have sufficient resolution in order to displace accurately.

Thanks Spyndel for the reply, I actually was able to resolved the issue. I’m aware of the mode button and I been using this feature prior with no problems.

To anyone that might run into this issue in the future my solution was to actually export my highest sculpt obj and import it into a fresh scene and reconstruct my subdivisions. With the fresh scene the exact same texture maps are working as expected. I’m not exactly sure what triggers this bug in zbrush 2020 and it was extremely frustrating but seems like the good old export/import trick does the job in this case.

Its not ideal as I can see there could be scenarios where your highest resolution mesh is just too dense and not being able to export the mesh. In my case it was around 10 million polys so it was still manageable.

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