ZBrushCentral

Baking LARGE displace and normal map from Zbrush

[FONT=“Calibri”][COLOR=#FFFFFF]Dear All,

[COLOR=#FFFFFF]Currently I’m working on a project that is require modeling and render of a mountain in
extreme large resolution.

[COLOR=#FFFFFF]We are talking about 25 000 x 19 000 pix render of a mountain hill, snow and ice
and so on.

[COLOR=#FFFFFF]I’m decide to modeling the entire thing inside Zbrush and it performed excellent.
The issue is with exporting all of this detail to 3DSMax for rendering.

[COLOR=#FFFFFF]I’m trying to export Displace and Normal maps but Zbrush allows me to export maximum
resolution of ~8000x8000 which simply isn’t enough. (I’m tested it. On 100% zoom the detail is disappear entirely)

[FONT=“Calibri”][COLOR=#FFFFFF]I can try to detach the model in differed parts but this will make the workflow much harder to handle (I’m still need to adding detail) and will require to build more textures in RAM during the
render. (as you can image I’m very tight from RAM on this
project)

[COLOR=#FFFFFF]I’m hoping that you can come up with some ideas and hopefully a solution.

[COLOR=#FFFFFF]Thanks in advance for everyone that replies.

[COLOR=#FFFFFF]Best regards and have a great day everyone!

[COLOR=#FFFFFF]S.Daskalov

This should be possible using UV tiles - the Multi Map Exporter will export a map for each tile. You’d then have to stitch the separate maps to make one large one, if you can’t use the separate maps. However, ZBrush will introduce artifacts if the UVs extend right to the tile border, so you’d need UVs in separate islands.

Just out of interest, how many polygons does your model have at its highest resolution?

Hi Marcus_civis.
Thank you for your reply!

The model at the end is around ~20 000 000 and there is still not enough to be able to add detail.
Final detail will be added with procedure map displace.

I all ready brake the mountain in separate hulls and now I’m working on the first hill, closest to the camera. This poly count is from that model. I’m trying to bake vector displace and looks a lot more good but add significant amount of artifacts in some overlapping areas.
The main issue here is the resolution. I’m not sure how to unrap the model using this tailing method. Do you thing it will work on this case?

Please find some examples for what I’m working on:

http://s28.postimg.org/iohwj7o0r/Question01.jpg
http://s29.postimg.org/sqvhfwng5/Question02.jpg

The main question is how to bring back the detail that I all ready have?

NOTE: The image that you can see is 100% Crop of the final render.

Best regards