ZBrushCentral

Bug in Multidispacement 3

Hi,

We are trying to use the smooth UV option in Multidisplacement 3, and this feature is doing some nasty UV shifts when it renders out the displacement map.

The maps are unusable, and when we reimported the obj into Maya to check out what happened the UV’s were all messed up. The errors was consistent with the errors in the maps.

Has anyone come across this problem before? Any suggestions?

Many thanks,

Richard
Animation Lab

Could you describe the steps you’re following? The settings you’re using? Show some screen shots of the problem?

I have the same issue, but when I bring the mesh back to maya its fine. Seams to be in areas of many edges…But error is inconsistent, the same objects made in the same way work in one file then don’t in another.

When smooth uv is on there is no way to export some objects.

One fix that also works intermittently was hiding the UV shells that are problematic and exporting two maps then later comping in photoshop.

I have to ask my producer if I can post an image…

Please help!!

If you have more than 5 edges on a vertex, Zbrush can not export a clean displacement with ‘Smooth UV’

Solution was to remodeled the areas with 6 or more edges attached to one vertex to 5 maximum by adding new vertexes for the edges to connect to.

Once all of these have been removed, import the obj subdiving and ‘reproject’ the old model onto the new with the ‘Subtool’ menu. This of coarse required a lot of clean up, but it works consistantly :smiley: Yay

That would explain why season vets have very little issues with disp.
Since their canvas was already good to begin with.
one more thing to look out for in a creative workflow
Thanks for the debug fact.