I am getting incorrect displacement maps after re-importing my base obj.
Heres a step by step of what I am doing.
PART 1
- Import nice fully quaded head.obj with no overlapping UVs in ZB3.
- Store morph.
- Subdiv up a couple of levels and sculpt some loverly details.
- Drop it down to subdiv 1 and switch morph
- Create displacement map.
Brilliant it works perfectly a loverly rendered result in my 3D app I couldn’t be happier
PART 2
- I slightly change the shape of my head in my 3D app and rexport a new head.obj, the point order and uvs are the same they have not got messed up.
- Open my ZTL that I saved from PART 1 above
- Make sure I am on subdiv 1 and re-import my new head.obj with the shape change.
- Excellent it works so I store a morph and move up my subdiv levels, everything looks fine all my sculpting work is still there and looks good.
- Now all I need to do is update my displacement map, so down to subdiv 1 again and switch morph and bake displacement.
Unfortunatltly the result I get when baked looks more like an incorrect bump map and nothing like the displacementmap from PART 1
I tried this with just a simple mesh to see what was happening.
- import a simple obj
- store a morph
- subdiv up a few levels
- don’t sculpt anything
- drop down to subdiv 1 and switch morph
- bake displacement, it should be flat because you haven’t sculpted anything
- re-import the same simple obj to replace your existing subdiv 1
- store a new morph
- rebake new displacement, the resulting bake now has details a bit like a bump map when it should be flat like the first one because nothing has changed.
I guess I am doing something wrong can anyone help?
cheers