ZBrushCentral

color map with displacment map in maya

I’ve been looking at multiple threads and tutorials on using the 32 bit displacement maps generated from zbrush in maya. I have finally got it working to a point which I’m getting pretty good detail. However, now I’m running into an issue when trying to apply my color map also generated in zbrush to work correctly. If I don’t use displacement but rather only use a normal map from zbrush, I can apply the color map and everything looks pretty good. However, when I use the displacement map which gives me a better result of the geometry when rendered, the color map is distorted and you can see several seems.

Does anyone have any idea as to why this is and what can be done to correct it?

I’ve attached a couple of images of the exact same model. One is using a normal map and one is using a displacement map with subdivision approximation. They also both use the exact same color map. All maps were exported out of zbrush. You’ll notice in the normal mapped version, that the texture of the color map is much more prominent (it is supposed to have a marble like texture to it). In the displacement version, the model is really just a shade of blue with no real definition of texture. There is also some weirdness going on around his neck and chest area that I’m not getting in the other. I really like the overall geometry of the displacement version but I need to figure out why the color map doesn’t work correctly with it.

Does anyone have any idea as to what could be causing this?

Attachments

genie_normal.jpg

genie_disp.jpg