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Using a Displacement map created elsewhere in Zbrush

Hello. I’m new to Zbrush and want to know if this is possible.

I have created a base mesh of a stone fireplace wall in Cinema 4D with diffuse and displacement textures - image attached. I am not happy with the way Cinema 4D displaces the mesh especially at the outside corners where the UV’s get stretched when the geometry is altered. I am hoping to export the model to Zbrush and use the diffuse and displacement maps to create a high-res mesh and then export back to C4D for rendering in Corona. I’d also like to be able to touch up my model in Zbrush at the outside corners by sculpting while retaining the UV’s and diffuse map.

Can this be done? If so, what is the process?

Hello @kwhitt,

Your mesh will need the UVs that the map was designed for when importing into ZBrush. Import the mesh into ZBrush and import your displacement map into the the Alpha palette. Click on the image field in the Tool> Displacemment Map menu, and switch the Displacement On. You will need to first create a texture for the mesh.

In the Displacement map menu, switch on the “Mode” button. Without this, the displacement will only be a bump effect, and will not change the silhouette of the mesh. You can adjust the intensity via the intensity slider.

When you’re satisfied with the look of the mesh, select “Apply DispMap”. This will apply the map to the actual geometry of the mesh. Note that the mesh will need to be subdivided sufficiently to hold whatever detail you are displacing. The way the map is applied will ultimately be dependent on the topology of the mesh, and so the preview may differ slightly from the look of the mesh when it is applied.

Good luck! :slightly_smiling_face:

1 Like

Thanks Spyndel. I’ll give it a try tonight.

Will Zbrush keep the general shape of the UV mesh when I subdivide? Will I be able to use the imported diffuse map during the “touching up” phase?

Thanks again for the help, Kevin