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Disp Map issues using Maya 2010

As a learning method, I’ve UV mapped a simple Maya 2010 model (#1) and imported it into ZB4. I’ve done simple sculpting and texturing to it (#2) and created a Disp Map using Scott Spencer’s default settings. It results in a deformed rippled streak near the bent area (#3/4) and a Maya render w/ softer edges and lacking detail even though I’ve turned off the Texture Filter and increased MR rendering quality- any clues what is causing the problem?

Thanks again

Attachments

DispMapIssues.jpg

My guess is that your UVs extend right to the edge, or even over, the UV space. This will cause ZBrush to wrap the points and a line can appear across the map where the UVs overlap. You can check this easily by pressing Tool>Texture Map>New From UV Check. Any overlapping will appear red. If this is the case, scale your UVs down a touch so that they fit inside the UV space.

Thank you Marcus,

That fixed the problem- I accidentally moved the UV’s over within the UV space. One more question- the Disp Maps that I export into Maya using GoZ and render in MR lack the fine texture detail of my original ZTools- will adding a Normal Map within ZBrush, and then exported as a Bump Map in Maya increase the detail, or are there specific Disp Map adj settings in Maya that I should be aware of? I’m using ZB4 and Maya 2010.

Thanks again- I’m beginning to enjoy ZB now that I’m able to get decent results in Maya

What size are the maps? That will affect how much detail they can hold, depending also on how many polys your hi res model has. A 1K map is simply not big enough if your his res model has more than at the most about 800K polys.

GoZ should give a good result for 16 bit maps. You can also use a normal map if you wish. Just make sure it is displayed in the Tool>Normal Map>Normal Map thumbnail and it will transfer across with GoZ.

Thanks again Marcus,

I made the Disp Maps 4096 x 4096 in ZBrush- I also duplicated the steps Scott Spencer outlined in his 2nd Edition for the Alien Head pgs 301- 305, using his supplied model, but the MR rendering lacks the fine detail and sharpness shown on his ZTool. I’m assuming that adding a Normal Map in ZB and using as a Bump in Maya will bring out that extra detail?

Almost getting there…