Hi to all,
I’m quite new in Zbrush, i’m more confident with Mudbox. Actually i’m esploring a correct workflow (expecially for non organic models) to export the displacement map from Zbrush to 3ds Max (and render with Vray)
Basically my problem is that the displacement map is not so similar to original hi-poly mesh.
Most of the problems affect the edge of geometry, where there are seams, but also in the top part of the geometry where the maps is too blurry and don’t have necessary detail.
I suppose that problably my error is due to an incorrect setting of the option of subdivision level in Zbrush or in displacement extract options.
I tried many settings but the best solution is the one in the pictures ( a weird and fast model just to do some experiments).
Any suggestion ?
my intention is to explore a correct workflow for a displacement map between Zbrush and Max for environment assets (old columns or pillars, old concrete walls or stairs, just to give you an example)
Thanks to all