i know this has been covered a dozen times, but no solution i have found is working for me, im missing something simple im sure.
im using windows vista. i have an 18k poly mesh made in maya 8.5 divided to ~1 mill (sdiv4) in zbrush 3.1. before uving, i painted and textured the model. after all that, i click AUV with settings in the screenshot (among others) and make a displacement map.
my DE options are: DE-HBEK-EAEAEA-R32
which is following a tute in 3dworld mag, but for some reason when i try to make it 32bit float i get a blank grey map, so i used these settings but dropped it to 16bit and i at least got detail out of it. i also get a blank single tone grey map if i use non adaptive DPSubPix, that has occured for all the time ive used zbrush.
in maya, i apply a file displacement mat from a blins SG node, drop the alpha offset to -.5 and turn feature displacement off (although this seems to make no difference), i apply a mentalray subdivApprox and leave it at default. and render in mental ray. i end up getting more or less the map displacing, but odd seams around selective polys. see screenshot.
also: when i apply the colour texture just by adding a file ref for the blins colour settings. i get seams in the colour, small black lines/holes in the mesh.
i suspect it has something to do with the way im applying the maps, or how the uvs are being generated, but in all honesty i have no idea.
thanks for any help