ZBrushCentral

Splitting model up, Workflow for same scale and density displacements? 4,r7

Hi.

I have my character using UDIM Uvs split into 3 islands. I have in tern split my model into 3 sub tools. Body,Face, Rest of Head.

First issue was getting a workflow down as to at what point I should split into groups, I mean I need to get primary and secondary forms in place as a whole character due to seams that must move at the same time.

When I eventual split the model and continue to work in layers for higher details and now its time to generate displacment maps.

Using Multimapper produced very weak maps, so I pressed set scale button one for all sub tools, that didnt work, and again for each sub tool, still didnt work, they still came out weak, and not as expected.

Using the basic displacment making method from main UI the maps came out as expected only each map has a different density so the body fine, face very weak, and rest of head fine.

I cant get consistant displacment maps between each split body part so they work as a whole in my renderer, Vary. There will be bad seams as Id expect as the maps are not generated the same density.

I did of course store morph targets, and Switch MT button on for mutimapper plugin, that didnt work, I manual swicthed MT, and also creased bounderies to keep the edges for deforming while sculpting details, nothing is working?

Any help apreciated please, Thanks Dan.

Hi,

quite complex, what you describe, I can only tell some thoughts…

When you used “Store Morph target”, did you also replace the mesh with the original?
I still didn’t use the option, but I remember that you have to replace your mesh with the original after you stored that morph target.
(As I understand your Morph target is the highest final subdivision level and you will create the maps based on your original then. you have to replace subdiv level1 of your mesh.)

I never used “get scale”, I think you don’t need it and it I imagine it could give random results.

Did you check, if there is an issue with your imported UV’s?
You could test it, when you make them again inside ZBrush with UVmaster (with use existing seams). It will support only 0 to 1 UV space.

Your workflow is quite complex… you should take smaller steps to find out the reasons.
And some screenshots with all settings would help more.

(Are you using exr or Tiff? they behave different, exr is better of course.)

Did you check your scene scale? this has influence on displacement maps… check scale master

Hi, I tried it myself,
the original mesh has to be imported at Level1 and also the morph target is made on subdiv level1 before.
You can switch between both.
You start the Map Creation on Level 1 and it will switch automatically.
BUT: Although I got really a different map, it seems that this function only applies all details on the old shape.
In the same way you can preview it when going to highrst subdiv level with the old original mesh applied at level 1.

It seems that it not creates a map, that will bring the old original lowpoly shape to the newly in zbrush created lowpoly.

In my test file I could hardly see any difference between both kinds of maps.

Would be great if someone who knows exactly about “switch morph target” could comment…
Thanks!

Thanks for your replies guys. When I store morph Target I do so as soon as I import my cage mesh, I should not have ti import my original mesh again if its already stored? Being I have the original mesh stored at subD 1 I expect MM exporter to switch, but it does not switch, If like has been said I have to import my original again, then thats not so bad, but rather odd if thats the version I have already stored in the first place?

Iv kind of given up on UDIMs for the moment as its a pain setting this up in Vray4C4D to get a consistent loading of the maps due to the maps needing a absolute path otherwise it fails to find the maps at random times. The multiple values of dencity between Udims is another area I need to sort out as I have one single material that has 1 strength for all Udim maps.

Dan