ZBrushCentral

Help applying displacement maps details

Hey all,
I’m trying to use a scan based displacement map to create 3d texture onto my zbrush subtool.
I see the results I want from the displacement display, but when I apply the dismap, the surface moves and the edges explode out.*

Is there another way to get the results I see in the from the displacement display permanently onto the subtool?

without displacement:

displacement_pants_issue_00.JPG

Displacement display:

displacement_pants_issue_01.JPG

Applied DispMap:

displacement_pants_issue_02.JPG

Attachments

displacement_pants_issue_00.JPG

displacement_pants_issue_01.JPG

displacement_pants_issue_02.JPG

No, it’s a question of adjusting the Intensity slider so you get the amount of displacement you want. But one thing that helps is to turn on the Mode switch. This will show a preview of the actual displacement effect instead of simply a bump effect which is what you have at the moment.

Also, storing a morph target before applying the displacement will mean you can use the Morph brush to tidy up areas where the displaced geometry is a mess.

Hi TonyRanos,
it was hard to see the difference between your screenshots, but I opened both in photoshop.
It is a similar topic, as I am struggling with (but not only inside ZBrush but with Maya, too).

UV borders make often problems. First I would check if it is only where borders are.

  • How looks the UV map? (Tools > Texture Map > New from UVmap)

Your Screenshots:

  • What exactly do you mean with “Displacement Map” und “Displacement Display”? Is the one screenshot an original High resolution model and the other a LowRes with Displacement?
    Because there is no Subpalette shown it’s not clear what the picture “Displacement Map” is showing and from which source it comes from.

EDIT: I just saw, marcus civis has replied, I’m not so experienced… but try and check everything :wink:

The second question – which is by the way also my own at the moment:
when you work with elements, which are pieces of one object which was created with photogrammetry, do you give your mesh pieces (subtools) a thickness
or do you only cut your main object into flat surfaces?

Because if your mesh would instead be “waterproof” (a closed surface) you have the ability to hide your seams at the backside and you don’t come into that issue you have.

Thanks Alexx and Marcus!

Alexx, The difference was sudden between the 2 images above but the apply displacement had bad edges and the intensity of the end result didn’t look right to me, like the texture dug too much into the orignal shape.
And Marcus, turning the Mode switch on did help me see a better representation of “apply displacement” result, and you were right, once I turn intensity down with the Mode on it looked closer to the middle result from above.

The edges would still have crazy results even after relaxing uv edge and creating backfaces (before there was only the front faces and the edge faces), I ended up having to created a pre-morph target and morphing the edges back into place.