ZBrushCentral

Something wrong with displacement

Here are the steps I’m taking in order to generate a displacement map:

  1. loaded the demohead tool and switched to level 1
  2. generate AUV tiles
  3. Create Dispmap

This is the result: as you can see there are visible seams all around. Does it have to do with using UV tiles mapping ?

Attachments

ZBrushOSXscreenshot001.jpg

1) You’re not restoring the base mesh before creating the displacement map.
2) If you didn’t assign a blank texture to the model before assigning AUVTiles, then the UV’s were calculated at 1024. Is your displacement map also that size, or a different size?
3) Which version of ZBrush are you using? 3.0, 3.1 or 3.12?

Hi, I’m running Zbrush 3.12 Mac version.

This is what I do:

  1. load a polysphere and make it a polymesh
  2. export it to .obj (so this will be the base mesh)
  3. divide the model up to level 4
  4. skulpt and detail at will
  5. go back at level 1 and import the base mesh (previously saved as .obj)
  6. create a new 2048 x 2048 blank texture
  7. create a 2048 x 2048 AUVTiles UV map
  8. create the Displacement map with Adaptive and SmoothUV ON

The displacement map created is 2048x2048x16 bit.

Here attached I’m showing the model detailed with a simple brush, and the base model with the displacement map on. Thanks again for your help.

Attachments

finished model.jpg

base model displaced.jpg

I’m having very similar issues and I’m using a Mac with zbrush 3.12 and cinema 4d. Have you found a way to resolve this yet? If you have, I’d love to know.

Hi papahowie, I repeated the above steps with more ease and it worked. Here are the updated steps:

  1. create your tool in Zbrush, sculpt and model it creating n levels of subdivision
  2. go at the lowest subdivision level that you decide will be your start point (in my case, since I’m going to animate my model in Poser, I have chosen level 3, with about 50000 polygons. Level 8, the highest in my case has about 5 millions polygons).
    3) Go at level 3 and export it to .obj (so this will be the base mesh)
    4) Of course sculpt your tool more if you like until you are done
    5) go back at level 3 and import the base mesh previously saved as .obj
    6) create a new 2048 x 2048 blank texture
    7) create a 2048 x 2048 GUVTiles or AUVTiles UV map
    8) create the Displacement map with Adaptive and SmoothUV ON
  3. remember to flip the displacement map texture vertically
  4. Now if you go in your Poser/Lightwave/3DSMax/etc. you can apply the map as bump map, and it works

Let me know if you succeed…