I ran into a problem where I imported an OBJ into Zbrush, used the “Flip” function under Tool->Display Properties to get the normals to appear in the correct direction, subdivided, scupted at a high subidivsion level, returned to level 1, imported the original obj, and exported a displacement map. In this case the displacement came out with lots of weird rectangular artifacts and contained color values that didn’t reproduce anything close to the modeled detail. On the contrary it produced a completely mangled looking surface.
I then repeated the steps above but instead of using the “Flip” function in Zbrush I used the “Double” function to display the side of the object that was invisible due to Zbrush’s incorrect guess of the objects nomral direction. After this going through the rest of the steps (subdividing, modeleing, level 1, importing original model, and exporting a displacement map) produces a displacement map that looks correct and in fact when used in the renderer creates geometry that looks like what was modeled in Zbrush…
So my point was that there seems to be something happening when you Flip normals in a Zbrush tool that precludes the ability to re-import the original model at a later point. It’s almost like flipping the normals within Zbrush somehow mangled the point order or something on the object.
Thanks very much for responding,
greg