ZBrushCentral

Zbrush to maya (again)

hey there
when i create a displacement map with DMapper 3 i get weird Texture Border arcs which offsets the displacement in the border regions. Ive uploaded an image showing the problem.
Why are the borders perfectly straight in some areas, but do bend inside on other areas???

my workflow is:
creating a base mesh in maya
doing UV layout in maya
importing to Zbrush (i do NOT create a morph target because I deliberatey edit the shape of the base mesh in Zbrush, so i do not want to switch back to the original shape)
subdividing and scultping
exporting the new base mesh back into maya
editing it if necessary (shifting some vertices)
importing it back as the base mesh into the Ztool
creating the displacement map
tada! its crap!

I am trying to get Zbrsuh into my workflow for almost one year now. I do love the sculpting tools, the ability to use alphas for masking is just great, but whats the point if i cant get the maps right.

Is there a better option to create a displacement map than Zbrushs intern Dmapper? some kind of displacement map generator which i can load a low res and a high res mesh into and just create the map?

please help… :o

I have found on a lot of my personal sculpts that boarder edges like that need a extra edge oop or two of geometry around the holes to hold the form better. It helps fix the problem you are having because there are more uvs for the sculpt to hold onto.

Also you can fix those artifacts by smoothing out those areas on your mesh and or blurring those areas in the displacement map in PS .

hey eric
thanks for the quiclk response!

Blurring out the map is not an option, because detail is already missing (especially at the bottom of the jacket) and i want the detail to be in, ofc.

also adding an extra span, either means redoing the sculpt completely or retopologizing the mesh. I can´t do this whenever this border error happens. and it does happen a lot!

I was referring to blurring out black and white artifacts not the missing information.

And you could just fix the topo in maya and re project the detail. Pretty easy fix.

I know of no other way to fix this issues, but I know that adding an extra row or two of edge loops does fix it. :wink:

edited

I doubt it, since you only have tris on one spot and you are still having trouble in areas that have no tris at all.