Please see part 3 of the Telephone tutorial in the ZBrush 2 Practical Guide. There is also a ZScript tutorial available for you to watch, which can be found via ZBrush 2’s built-in Help browser. It’s called “Displacement Mapping Tutorial.”
404–link is broken
Well it is a link that is over 5 years old pointing to a zbrush 2 link, a version which is now been superceded, so the workflow to create a displacement map is now not applicable to the currrent version.
richard
Hi,
Sorry for hiding my post in here, not sure what the hell i’m doing wrong, but posts not showing up in Troubleshooting one.
I wanted to test out making a simple Displacement Map, but i’m finding it hard to locate any tutorial that shows the ZBrush 3.5 method, there are so many 2.0 Displacement tutorials and threads it’s hard to see wood for trees…I have tried to guess my way, but I need a bit of help please…
I exported the low subdiv as a .ma file and took that and The .tiff into Maya.
I went into Hypershade created a Blinn, then connected a Displacement node to the Blinn SG, and then mapped a 2D texture node to Displacement using the .tiff
Hiya,
I just thought to myself “AUV” ----- Maya won’t understand AUV tiles, so what the hell was I thinking?
Hey Scraggy,
I’m in exactly the same boat. I’ve been making characters for a while in Zbrush now, Finally Got to a comfortable stage making models and want to take the next step into taking my low poly models into Maya.
I’m also using Zbrush 3.5r3 and can’t find any info on how to complete this process.
I assume We’d have to UV unwrap a model before creating displacement maps and I was also using AUV. I’ll have a try at an unwrap on a simple box with alpha applied will keep the post upto date with progress.
I start back at Uni 8th of Feb, there’s a lecturer there who I know can do this but I can’t wait that long.
It shouldn’t matter if you use AUV, PUV or any of the other methods to lay out UVs.
Richard
I believe you still need to do the same process in maya as done before zbrush 3.5. And that is to:
-Select your mesh
-Goto Window
-Rendering Editors
-Mental Ray
-Approximation Editor
-Then under the Subdivisons[Polygon and Subd. Surfaces] Tab
-Click the create button
-Then click edit.
I haven’t done this since school, so I may be wrong, however.
-On the right in Attribute Editor
-Change the Approx Method to Spatial
- Change it to how many min and max subdivisions you wish
-And I believe you change the length according to your mesh, I usually start with 0.1
-Then goto your shader tab and click the right ‘box arrow’ button
-Then proceed to click the Displacement mat. checkered icon and select your disp. map file.
-Under the displacement map file.
- Open the Color Balance tab
-You set the Alpha Gain according to your mesh. for instance 2.2
And what ever your Alpha Gain is set to, the Alpha Offset has to be minus half of it. So minus half of 2.2 would be -1.1
-Make sure Alpha is Luminance is checked.
Open the Effects tab
-Make sure filter is set to 1.000
I believe thats it, also make sure your render is set to Mental Ray.
Okay so I am a medium/noob (I have experience but new to bringing stuff BACK into Maya from Zbrush) I have been trying to figure this out for the past 4 months, none of my teachers know what the problem is, my university is crap, and I should just go to Vancouver Film School lol, The following are some problems that are going to drive me to throwing my desktop out the window:
I am using Windows 7 64 bit, Zbrush 4, AND Maya 2011
I have been trying to do the tutorials step by step ones from CG bootcamp, others from this forum, and gnomon. Every time i try the displacement either doesn’t work, I loose detail, or my model just disappears.
I create the displacement map 32 bit adaptive, and Smooth UV’s. I hit GoZ on my model it goes into Maya throws it in there, looks all good with the high quality rendering, I use mental ray to renter. No Model, “wtf” I go into the approximation editor i see that GoZ has turned on my subdivision approximation node for the model, So i turn it off, Render, the model appears.
WTF, I want the subdivision approximation for the subdivision’s at render time with mental ray. I tried using the Displacement approximation, which yielded no visible results.
I would like to learn how to do the displacement workflow without using GoZ because GoZ switches on settings.
So i tried to use a tutorial. From CG bootcamp, awesome tutorial on displacement. There the dude mentioned, that mental ray doesn’t play nicely with tif files. So he said to download a .bat converter to convert the tif file into a .map, also had one for a .exr format, He drags the file onto the .bat file and a converted displacement.map appears on his desktop. (is it cuz I am using a 64bit os?)
I did the same thing…nothing happened…other than the cmd window appeared for a brief second. So I tried to just skip that step and use a tif anyway. my model ended up looking like it has been shot with a Gatling gun, and then went through a cheese grater.
I thought maybe its the color balance settings under the displacement, i moved some stuff around, it made it look like the model was very obese. (which wasn’t what I modeled)
Please help me, I am desperately trying to figure this out, after 4-5 months, no success. GoZ is great an all, I just want to know how to do get the displacement map workflow, with a .map file. or if theres any work around, besides throwing my computer out a window haha.
Please help me anyone.
Hi Guys,
I’d more or ;ess forgotten about my problem (other projects) but I will have another try in ZBrush 4 as soon as I can and post the result.ZBrush dis[lacement - Maya and use Curtis’s info… (Thanks Curtis)
Fingers x’ed… Scraggy.