ZBrushCentral

Problem with Displacement Map

Hey everyone,

I’ve got this huge issue I keep running into. I brought in a model from Maya, uved it. Sculpted on it in Zbrush 4, Exported a displacement map with 32 bit channel, adaptive uvs, smooth uvs. Brought it into Maya 2012. Switched my settings from maya software to mental ray, production quality, mitchell filter instead of gaussian. Turned the filtering off of the displacement map. Smoothed my model 4 times. (because I have been unable to get the Approximation Editor to work. It only renders a black screen. Tested the Approximation Editor with just my model without the displacement map, and still got a black screen) and this is the result after smoothing that i’m getting.

It’s like all the polygons have seperated or something. I know that Zbrush flips uvs, so I
ve already fixed that. I’ve followed tutorials on Digital Tutors, and youtube and everywhere I know. Nobody seems to be having these problems.

Any ideas one? I can send you the project file and maps if you’d like. I’m just stuck!

Attachments

test.jpeg

I’ve tried it on other computers and I’m still getting the same problem, so I don’t think its my machine, and This next render I’m going to show you is from Maya 2013

test2.jpeg

Anybody have any idea at all? I’m pretty much stuck till I can figure this out. Thank you guys in advance!

Check that your UVs are welded in Maya (Display > polygons > texture border) only the UV shell borders should be a bold highlight. what it looks like to me is that the mesh imported to brush has split uv edges at every face, when brush has smooth UV on, it may be interpolating those split edges and baking the DSP data incorrectly.

I looked into the uv editor, and all my shells are bold on the edges, the insides aren’t bold. That being said I have a lot of uv shells. The Digital Tutors tutorial told me to just use automatic mapping for the time being. So thats what I did. I actually just resculpted the mesh in mudbox and I’m having the same problem, but on a different scale. So I definitely think I have to fix something in maya. Could Automatic mapping really cause the displacement to be this bad? Here is the maya render, compared to the maya model

render.jpg

and here’s the way the model should look just for comparison

Untitled.jpg

It might help to say I’m using a 4k texture map for the displacement. But I don’t think that’s what’s causing the problem