Hi everybody, I’m not a regular ZBrush user, so my apologies if I sound inept.
I’m working on a project that involves some simple geometric shapes with fine detail added in ZBrush. The job is under NDA, so I’d rather not post any images, but if necessary, perhaps I can illustrate my problems. Also, I’m the 3D animator on the job, so I’ve been using a ZBrush artist to do the sculpting, while I’ve been creating the base geometry and taking new OBJ’s and displacement maps back into Cinema 4D.
Here’s the problem I’ve been experiencing: The base objects were losing their sharp edges when subdivided in ZBrush. I tried a few different topologies, but was struggling to get a decent UV layout. So I suggested to the artist that we subdivide the models in ZBrush with smoothing disabled. I wasn’t aware at the time of the creasing options. This seemed to work very well. The ZBrush artist did some great sculpting to get the fine detail I was after.
The problem has come with my displacement maps, and I assume this has something to do with the UVs. If I look at the displacement maps, I’ve got thick white lines along the UV edges. These are particularly thick where I need the object to remain sharp. The effect of these lines in my renders is to bloat the edges which should stay sharp - exactly what I don’t want.
So now I’m wondering if I can rescue this, or at least fix the models but keep the details from the sculpt. For the record, the original meshes are around 1200 polys. The division required for the fine details has taken them up to around 8 million. I’ve been exporting OBJ’s in the 100K region and using the displacement maps to add the detail in Cinema 4D. I’d like to keep the UVs human readable, as I need to add some more texturing in C4D and I can only use one UV Map per mesh in good ol’ Vray.
If I’m missing anything that would help to get answers, please just shout. I’d be very grateful for some solid advice.
Best wishes,
K