ZBrushCentral

Wrinkles and fold on cushion/ displacement map

Hello,

I’m a new user to zbrush and trying to trouble shoot the issue regarding exporting the zbrush model as a displacement map. I created the model in rhino exported the mesh as an obj, then I created some textures on it to simulate folds in zbrush but now want to create a displacement map for this - to render out in 3ds max since the file so large.

Is there a way to split the obj mesh within zbrush to create and export a displacement map?

Or does the model need to be uv unwrapped in 3dsmax?

image of model attached

Hello @Phillip_Jividen ,

To export a displacement map in ZBrush the mesh will need to be in the form of a multi-resolution tool with clean, low poly base topology and multiple levels of subdivision. The best results come from evenly distributed quads as close to square shaped as possible. The model will need to have UVs created for the base level topology in ZBrush or elsewhere. The high resolution detail on the highest level of subdivision is then created for the export level geometry at some lower level of subdivision.

Please keep the following in mind. Subdividing a mesh alters the form slightly at all levels of subdivision. If you create the displacement based on geometry that has been subdivided in ZBrush and apply it directly to a mesh in an external file that was not subdivided, the form will vary slightly and you are likely to see issues along the seams. In this scenario it is necessary to restore the original, unaltered mesh immediately prior to generating the displacement map, and before changing subdivision levels which will again alter the mesh.

The procedure for doing this involves storing a morph target and is explained in both the normal texture creation documentation, and in the Switch MT section of the Multi Map Exporter documentation.

If you export the mesh that has been subdivided in ZBrush and apply the displacement directly to it in the external program, the above is not necessary.

:slight_smile:

Thanks!

@Spyndel I was able to solve that issue! But also have ended up with separate issue regarding brush configuration settings

In one instance I was able to create the desired fold and wrinkles with this brush.

But then when doing a second iteration of the model the brush scaling and texture is completely distorted as if the brush is distorting the whole section of the model vs the actual scale of the brush focus. In both cases I’m using the “DragRect” setting.

Do you know what could be causing this?

I’ve attached the two instances below 1. with the desired brush setting. 2. The distorted brush setting.

Hi @Phillip_Jividen ,

I’m not certain that I completely understand the scenario here, but the difference in the two screenshots appears to be that in the first one you are sculpting on a mesh at subdivision level 4 that probably has adequate resolution for the detail you are trying to sculpt.

The second screenshot appears to be a low resolution model with no levels of subdivision with topology that is both triangulated and un-evenly distributed. Both of these will produce sub-optimal sculpting results. Polygons on low res meshes will quickly stretch out of shape and distort when sculpted on. It appears your mesh has greater polygon density near the edges of the model which will increase the detail potential there, but the polygons are also stretched and thin which will distort the results.

Again, for optimal high res detail sculpting results in ZBrush the underlying topology should be evenly distributed quads, as close to square-shaped as possible, subdivided sufficiently for the level of detail you are trying to sculpt. While certain tools in ZBrush that only work at a single level of subdivision may create sub-optimal triangular geometry, those tools are generally intended for the shaping of form up to about a medium level of detail, not fine detail. It is expected that the user will need to retopologize their mesh with ZRemesher or otherwise and transition to a multi-resolution mesh for the best results when sculpting fine detail, painting, posing, or texture creation and export.

:slightly_smiling_face:

@Spyndel Yes! I did realize the model was at a lower subdivision hence the texture was distorted - a quick fix.

Thank you!