ZBrushCentral

Normal and Displacement Map Problems!

Hey there!

First time poster and getting back into the modeling/textureing scene.

Anyway I had some weird stuff going on with my maps that I am unsure as to why its happening. I did the whole blocking low poly, exporting into Maya where I Used everything, then brought it back to Zbrush for detailing. Which brings me to my first question.

  1. After detailing in zbrush I went to create a displacement map and upon doing so this harsh square line just showed up on my model which wasn’t there prior. I’ve tried recreating the map. Even shutting down and reopening. Does anyone know why I might be getting this weird line? Is something wrong with my UVs or mesh? I’ve redone the UVs multiple times to get them into a good state.

  2. The normals, it seems every time I export the normals out of zbrush they drop in quality. In zbrush the model looks clean and crisp but once I export the maps out things start getting very dull and pixelated. My meshes are usually at 6 subdivisions when I detail so I feel like I have enough information. Is there a hidden reason for fixing this that I dont know about? Feel like this always happens to me so its prob on my end but when I make a nice crisp crack in zbrush it gets rounded out and dull once I export the normal maps out.

Using renderman for rendering if that helps…

Thanks for the help in advance!

can you post some screen shots if the issues?

Seeing the UVs/Texture might help as well. For example, the line you mentioned could be a wrap around issue caused by the UVs, and the pixelated normals could be due to low texture size/density.