ZBrushCentral

displacement map error

I’m working on a simple rock model, looks fine in zbrush, then I go down to level 1 and create a disp map and I get weird stretching.
I know the uvs are ok, I can even export the model from zbrush and get good uv results, no overlapping or anything.
What am I doing wrong here? Any help would be appreciated.

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Attachments

zbrush1.jpg

No solution yet, but it seems that I get the same result whenever generating any type of map, normal, displacement, or texture.
If I try to retroactively creating new UVs, I get the effect of displacement tiling all over the model.
I even tried loading an old 3.5 model, and it looks fine until I generate the disp. map, then it’s the same result, partially textured, and streaks elsewhere.
Things are so stressed here, that if I can’t figure this out, there will be a banning of zbrush at my work.

I’m interested if the UVs were created in zbrush or an external program. Have you tried both?

Actually, I take that back. If old models are doing the same thing, there’s definitely a problem.

All I can think is to uninstall zbrush and reinstall. I have seen some strange things happen on bad installs.

If you have a preferences file that you keep saved, don’t load it up on the new install until you test the rock again.

Thanks for your help MagmaPixel.
I’ve tried both the existing UV and using zbrush generated uv tiles, but still get the same thing, although the problem isn’t identical between uvs which is interesting.

I even tried it on a separate zbrush install and got the same results, which makes me think it’s somehow embedded in the tool.
So, sculpting at 7 divisions, go back to one and create displacement map, there’s nothing more to it than that is there? This is before any exports are even considered.

I swear, zbrush makes me want to kill my computer, getting to a nicely sculpted model and refusing to allow me to do anything with it is just evil.

I don’t do a ton of mapping (though I will be soon), so I’m not yet an expert on it. I’m going to shoot from the hip for a bit:

What happens if we just create a sphere in zbrush (turn it into a polymesh), do some quick uniform sculpting over the surface, and generate a displacement map from there? That would give us quite a bit of info, because the entire test project would have been done in zbrush.

If the map gets messed up, it could be:
-The actual copy of zbrush is bad, so every install will be bad. Download a new one from the site.
-Possible hardware conflict of some kind. Update and/or reinstalling drivers is something to consider. What happens on a different computer?

If the map is fine:

I wonder what would happen if we make it (your rock) not a tool. Like export it out of zbrush as an obj file at subd 7, and import the obj in place of a zsphere, just to be safe. I don’t know what kind of extra data is stored specifically in ztools, but maybe the obj export will wipe anything extra.

(I suspect we won’t see a change, considering you’ve had older models behave the same way.)

I also wonder what resolution your UV map is. Maybe zbrush is working with something it doesn’t like.

Also, I read something a long time ago about zbrush not liking certain UV quadrants, or something to that effect. Are all your UV’s in the same quadrant?

I know that zbrush has sort of a preferred method for working with UV maps. I’m sorry I don’t remember all the details.

Edit: clarity