ZBrushCentral

Displacement Issue

I’m following the directions clearly on this link http://www.pixologic.com/docs/index.php/ZBrush_To_Maya_Displacement_Guide and my sculpt is turning out smooth.

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](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27171688%27,%27zbrush.jpg%27,1,0%29)

try it from Zbrush 3.5 r3…

I think it will solve some Problem…even they its little Painful job to create dis map for each subtool… :):wink:

Displacement is the same I would think in both versions. I’ll let you know what happens.

Figured it out. Now I’m just running into some hard edge issues with the front tentacle head ports and artifacts on the top of his shoulders. This is a 32 bit Displacement map. My geometry is clean, not sure whats causing this.

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](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27171725%27,%27mayaDM1.jpg%27,1,0%29)

Does anyone have a good resource that could push me in the right direction. As you can see the top mesh (head ports) is not subdivided enough when the map is applied. The steps I did for the map was as follow.

1) Go to tools > Displacement > select Adaptive and Smooth UV. 2) Select map from alpha channel > then Alpha > DE Options and exported with R32. @ size of 2048x2048 The body at SUB6 is about 4.5 million. EDIT Figured out why the full displacement was not showing up. It's fine now. I made sure I did morph target on highest sub level and then did same settings but on a 4k map since 2k was not enough to hold all the information. Do I need to fix the geometry here or is it ok? I ran a cleanup early in the process and everything checked out. I dont see why I'm getting this indention in the geometry. What am I doing wrong?[

](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27172157%27,%272.jpg%27,1,0%29)