ZBrushCentral

bump map generation and stretching. (Maya)

So, I have a model with 6 subdivision levels, and I’ve noticed that when I generate displacement maps with smooth UV’s turned OFF in the Geometry pallet, that my displacements render great in maya using maya/ mental ray with the approximation editor. I imagine this is because generating the displacement for the subdivision 1.

I’ve been trying to generate a bump map from subdivision 4 to get more fine details from the hires sculpt. However I’ve been noticing that there is some slight faceting/distorting in my bump map when rendering in maya. I suspect it is because the Subdivision 4 Uv’s dont match up exactly with the UV’s that are being rendered in maya. It has all the detail that I want, it just distorts basically where the UV edges are. To make the bump I used the displacement tab with adaptive turned on, mode off, and smoothuv turned off. Is there a workflow or setting that I could use to either fix what I have or to use in the future that would alleviate this problem?

My only other option is to use a normal map for fine detail using Zmapper, but I’d prefer to use bump maps, so I could further paint bump details in photoshop. Can anyone help me? I know I could paint bump maps with the bump material using projection master, but I’d prefer to pick up the details I’ve already sculpted on the geometry since the sculpting tools are much more flexible for adding detail than projection master.

Thanks so much! This forum has been a lifesaver.