Hello all! Recently I’ve been working on creating a highly details life like character within Zbrush to render in V-ray within Maya. The sculpting of the finer details has gone well until I exported my displacement and normal maps using the Multi Map Exporter tool. I checked the textures through photoshop by increasing their exposure and found what appears to be faces with flat gray values littered through the texture. I’ve tweaked the settings as much as I could but the only difference I could find was when I switched the Subdiv Level from 3 to 2. Has anyone encountered this issue before or have an idea what it may be?
Do the normal maps have similar artefacts? If so, the problem is probably with your UVs extending right to the edge of the UV space - scaling them down a little bit should solve the problem.
At first glance the normal maps didn’t appear to have this issue, but I cannot say with certainty. I will check tonight and follow up. Scaling down the UVs might be an issue. I created the base of the displacement through Mari and imported the results into zbrush as a texture. It is being applied under the ‘Displacement Map’ tab under the ‘Tool’ dropdown.