ZBrushCentral

Different Diss intesities for multiple UV spaces?

Hello.

I’ve been having a problem when creating diss maps from Zbrush to 3ds max.
I created a character in 3ds max, with multiple (3 to be exact) UV spaces for diferent body parts (Head, Legs and Arms, Body).
I sculpted the model in Zbrush, separated it based in UVs, hid the parts that i did not need (left for example only the head), and exported the diss map.
I repeated the same procedure for all the body parts (different UV spaces)
When i used the diss maps in 3ds max, with the same dissplacement value for all the maps, the model was not consistent, as if each body part had a completely DIFFERENT displacement intecity.
Not to mention, that the face (which a DID NOT sculpt at all, only a little at the neck) got dissplaced the most!!..and at areas that were NOT sculpted.

Anyone knows why is this happening?

Thanks in advance.

Hi fearnight2000, maybe I don’t have the real answer to your question, but what is the setting that you set when you export the disp map from Zbrush?..what I have already experiment before (well, with just a simple box with different detail in each sides), the one that fit with Max is by turning ON [SmoothUV] and OFF [Adaptive]…Lightwave is OFF for both of them.

I don’t know whether this is the answer that you looking for, but hope it will help you in some way :slight_smile:

_Revel

Hi. Thanks for the reply.
I’ve tried these (and other settings) and the problem persists.
I think it’s irrelevant to these.
One simple way to repsoduce the problem is to imprort a character with 2 UV spaces (lets say 1 for the head, and the other for the body), sculpt the body (dont touch the face), and export the 2 dissplacement maps (1 for the head and 1 for the body).
Apply a multisub material to the model in 3ds max and assign the same dissplacement value for each map.
You can see (at least this is what happens to me) that not only the head and body don’t dissplace the same, but the face (which was NOT sculpted at all) has also dissplacement (and not to mention much more extreme than the sculpted body)