ZBrushCentral

Displacement Expanding Poly Issue

Hey all

I’m currently having a bit of an issue with displacement maps from zbrush. Basically i sculpted a head from a simple base mesh which was not uv unwrapped, after finishing scultping i exported the lvl1 mesh and unwrapped it using 3ds max. I then reimported the uv mapped mesh into zbrush. Ok its a simple work flow and i’ve checked many guides on the net to insure i done it corrctly.

Anywho the problem occurs when i try to render the displacement map, the polys seem to be pushed out individually almost. Heres a few images to help.

UV layout:

Displacment settings:

Resulting render:

i’ve checked the displacement map and there doesn’t seem to be obvious lines where the polys meet, so i don’t understand what the issue is.

Hope you can help

Stu

shameless bump

Did you apply a turbosmooth modifier to the mesh once you re-imported into Max? Thats might be the problem

And also may I ask how you unwrapped your head in Max, I take it that it wasnt pelt mapping by the looks of things

heya,

yea i’m with gillri on this. i think you might have exported your obj with a turbosmooth modifier in the stack; which actually means your mesh goes out as an editable mesh and not editable poly, hence the tesselation.

Hi,

I don’t know where to post this or how, and I am new at ZBrush. I wanted to know how to hide the back and front faces of a text object so I can work on the side of it.

Can anyone help me please?

this is a pretty old issue w/ the max->zbrush workflow. you need to reset xform on your mesh before exporting it for use in zbrush.

edit: also, make sure # of digits is set to 6 on the export options.

There is definately no turbosmooth modifier applied to the mesh so that isn’t the issue.

Thx for the info testure, but i’m guessing i’d need to completly restart the sculpt if i did that? As i tried using this method on the imported unwrapped head and still got the same results.

doesnt xform reset the UV’s in your object though?

I mean apply the turbosmooth after you bring the mesh back into Max from Zbrush as an OBJ,

Its says into the Zbrushto3dsMax.pdf that you need to apply one for the displacement to work