Hi!
I’m not sure if the core problem is a Blender or Zbrush related problem, but hopefully someone with some experience might recognize the problem I’m having.
So I’ve imported a sculpt with 23mil verts from Blender to Zbrush with 23 UDIM-tiles.
After adding subdivisions and projecting the highres > lowres I’ve tried to bake out the displacements to see so everything is correct before I start adding my high frequency detailings. Unfortunately it’s not…
4 out of the 23 UDIMs get some very noticable artifact lines that stretch over some of the UV-islands, destroying the displacement. The rest of the displacements are baked perfectly.
Here are a couple examples (ofc. heavily adjusted the levels for better visibility)
^These displacements are baked to SDiv 1.
For the 1001 tile, that lighter grey artifact box covers up some UV-islands completely, giving me no displacement on those islands whatsoever. Other examples it partialy covers islands, giving noticiable problems where it interesects.
Here’s the most recent Multi-Map Exporter Settings I’ve tried.;
I’ve also tried the following… map border 16, baking to level 1, disable adptive+DPSubPix = 0-
Here’s the seams and UV islands, if these for some reason could be the cause;
^the seams are the red lines on the model, and for the UV-islands stretching is equal to red=bad blue=good.
Reason why there’s some yellow, because I scaled up the tounge and arms to cover more space on its UDIM tile So basically no stretching.
I can also add that there were basically no artifacts after re-projecting highres to lowres in zBrush,
And one last important note is that when baking the Displacements in Blender, there’s none of these artifacts appearing on the UDIM-islands.
Thanks!