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How to export only the displacement map from imported mesh preserving the original mesh?

Hi guys,
I know it might sound redundant, but I couldn’t get any answers from old threads.
I just want to bring my model into Zbrush, sculpt the details, and export only the displacement map to be applied in C4D. However, I noticed even at the first subdivision level the mesh gets distorted and the map will not work properly in C4D.
I scanned the entire YOUTUBE and couldn’t find anything detailing this process.

Thanks
Ricardo

Hello @Ricardo_4D ,

Subdividing a mesh slightly changes the mesh at all levels of subdivision. This is an unavoidable effect from the subdivision smoothing process. So if you import a mesh into ZBrush and go through the subdivision process to export a displacement map for it, that map will no longer exactly match the original imported geometry.

This isn’t a problem if you are also exporting the new geometry from ZBrush and applying the displacement map to it in an external program. That is the geometry the map was created for. It is only an issue if you attempt to apply that map to the original geometry that has been unaltered by the subdivision process.

In the latter case it is necessary to first restore the original geometry immediately prior to generating the map, and before changing subdivision levels which would again alter the geo. This is generally done by storing a morph target and reimporting the original mesh prior to map creation. The process for doing this is described in the general texture creation documentation, and well as the "Switch MT "section of the Multi Map exporter documentation.

https://docs.pixologic.com/user-guide/3d-modeling/painting-your-model/texture-maps/

https://docs.pixologic.com/user-guide/zbrush-plugins/multi-map-exporter/

:slight_smile:

Hi, thanks for getting back. Appreciate your help.

That’s a pretty common situation. Let’s suppose you are sculpting a leaf and you want just the maps to apply into simple planes on C4D. Or you want to sculpt some tileable texture to apply to a certain object, there are many ones.

I had already found this information, but it was not clear. If you don’t mind, could you describe how to restore the original geometry and so on.
Can I use GoZ for this?

What would be the steps?

1- Import the model into Zbrush (OBJ)
2- Subdivide the mesh and sculp the details
3 - Store a Morph target at which level of subdivision? Highest?
4- Go back to the lowest subdivion?
5- Import the OBJ again? If you import the OBJ over the active tool, won’t it be replaced entirely?
6 - Export the map with the option Switch MT on?

Cheers!

Found this by chance, something similar but he mentioned the Switch MT seems not to make a difference. Is it broken?

https://www.youtube.com/watch?v=qslbtQEYc2E&t=12s

This is explicitly described in the links I provided:

A basic workflow would be:
  1. Go to subdivision level 1.
  2. Store a Morph Target by pressing Tool >> Morph Target >> Store MT.
  3. Import original mesh.
  4. Set the plugin options, making sure the ‘Switch MT’ button is on.
  5. Press ‘Create All Maps’ to start plugin operation.

There are many variables like UV smoothing when working between two programs, and you must be familiar with both platforms. This is only one of the things that might account for variations in the way a map is applied.

Well, I’m sorry but some pieces are missing here, at least from a new user point of view.

  1. Go to subdivision level one means what? They supposed you already have subdivided your mesh and have you details sculpted. So it means go back to level one?

  2. If I get back to level one after been sculped the model, at level 1 it will be distorted, why should I want to store this stage?

  3. Ok, so when I import the OBJ (original model from C4D) the sculpted version will be replaced and I will lose all the work done. All the other levels will be lost.

I’m sorry if I’m missing some point here, but it’s not working.