ZBrushCentral

Check out the wierd displacment map

Ever seen this before ?

After some successful displacment maps & nice renders in Maya, my displacement maps now looks like this (sample section):

dmapSample.jpg

This is my general process:

  • base mesh modelled in Maya, then exported as .obj
  • imported into ZBrush, begin sculpting
  • sculpting finished, create 2048 Texture then press GUV Tiles
  • export model as .obj
  • choose “R32” in MD2 Export Options, then “Create All”

At this point my renders were coming out perfect after setting up the displacement within Maya. All that was left was texturing…

  • Went back to my saved ZTool. Created a 4096 texture, applied GUVTiles, painted texture, then exported the new OBJ & Displacement map. Now these wierd disp maps are being generated. :evil:

Attachments

dmapResult.jpg

I dont know much but there can be a problem with fade option while texturing.

When I use fade even I get such weird deformations. :rolleyes:

So probably thats the cause.

To be more specific, the posted image above is a 65000 poly mesh exported from ZBrush - the displacment is doing basically nothing except adding those chips in his face. My ZTool looks great, I have no idea why the displacement would come out like that.

Did you remember to flip the displacement map vertically?

I’m using the Multi-Displacement 2 plugin, with the R32 setting I believe it does that automatically.

Is there a way to “purge” or reset the .obj within ZBrush ? My process has always worked, if I could just get the .obj to behave like it was fresh, the displacments would come out fine.