Hi everybody,
I’m trying to sculpt a ground surface on a plane, but I have a strange result when I generate the displacement and normal map.
Here’s what I’m doing:
- I create a plane 15x10 in Maya and create a planar UV layout
- Send the mesh to Zbrush 4 r2b (or import it as Obj, same result)
- Check the UV, and they look wrong, then I divide the mesh several times without the smt option
- Bake the polypaint -> and it works, the texture from polypaint is right !!
- Generate the displacement and normal map, and both get scaled to the center !!
I don’t get the problem if I’m using a 3 dimensional shape like a cube or a head etc.
I was looking around but couldn’t fine anyone with a similar problem, I just found an Eat3D tutorial on tilable textures but he uses the Grab brush.
Is it a problem with how Zbrush interpret planes ? Or am I missing something !