ZBrushCentral

Disp and Normal Map edge distortion

I’ve sculpted (added wrinkles) a Maya mesh that was UV mapped in Headus and created the Disp and Normal maps with basic default settings. Using GoZ, I’ve rendered in Mental Ray and notice that the edges of both maps have “creases” that follow were the UV map has more resolution along the seam areas, and stretching along the seam areas is noticeable when I apply a bump texture. Please see screener. I’ve had this problem before and wonder if anyone knows of a possible setting or technique in ZB that eliminates this.

Thank you

Attachments

DispMap seam distortion.jpg

tool.geometry.reUV

Thanks I tried that but see no change- I used UV Master and I know thats not the issue- somehow the Disp and Normal maps are getting weird hard edged creases following areas of the UV map where there is more subdivision, resulting in distortion when rendered. I tried adjusting the UV map borders but got no improvement from that either. Must be some other setting that needs to be made to adjust this

Thank you

Attachments

Disp Map issues.jpg

Have you tried using an 8K map? Your UVs seem very close together and there may not be enough pixels in 4K to support the detail.

Thanks I’ll try that- it appears that something is preventing the Disp and Normal map from forming in those areas- When I apply a texture to the mesh as a test without both maps, there’s no distortion, so the UV mapping is good