ZBrushCentral

Displacement issue on boundary in blender, but I think it's a zbrush issue

How can i resolve that?

Hello @asecchiba ,

Did you remember to restore your base topology immediately prior to generating any maps? Subdividing a mesh with smoothing active causes the form of the mesh to shift slightly at all levels of subdivision. If you do not restore the base topology to match your target mesh immediately prior to generating the maps, you are no longer creating the maps for the original topology. This will cause drifting at the seams when applied externally.

This is only an issue if you are applying maps generated in ZBrush to a mesh in an external program that has not been exported by ZBrush. If you export the altered geometry from ZBrush and apply the maps that were generated for it, it shouldn’t be a problem. In that case I might suspect an issue in your process with regards to mesh smoothing/UV smoothing.

The process for restoring the original base topology by means of storing a morph target and re-importing it are described in the documentation here, as well as in the “Switch MT” section of the MultiMapExporter documentation.

Good luck!

Hi @Spyndel
I tryed what you told me, that didn’t worked. I didn’t understand if you can reimport a morph target to replace the old one. I think I cannot do that.

I tryed on a new file to see if this appear, and it appeared. I have this line at the bottom of the mesh one row over the boundary.

I paint through the boundary of the mesh it export with a blank zone where the sculpt isn’t caclulated.


I found the issue, it is because I used smoothUV.