ZBrushCentral

Displacement Map generation help

Hi. I’m quite new to Zbrush and am trying to create a displacement map for use in Maya. I thought I would begin by creating a simple wall for a scene, and sculpt the details in Zbrush.

My problem is with the displacement map generated. I have some screenshots below to give more info.

Here is the model in Maya:
wall_maya.jpg

My process:

  1. Create maya model
  2. Unwrap UV’s.
  3. Export .OBJ to zbrush.
  4. Store Morph target.
  5. Create layer, Subdivide, sculpt.
  6. Go back to SubDiv 1 level.
  7. Switch Morph target.
  8. Displacement Map settings as, Flip V, DSubpix 2.
  9. Create and export displacement map.

The result is what you see above. I am sure there are things I have done wrong, perhaps the base mesh itself. I think that the uneven/wonky displacement map result is directly related to the SubDiv 1 level mesh after scuplting, but I’m unsure why I am not getting a result that reflects the SubDiv 7 level sculpt, or why the displacement map itself looks so weak. When I display the displacement map on the mesh in Zbrush, it is much more detailed. Especially when I adjust its intensity.

Anyway, I thought the best place to inquire was here. Hope you can help.

Cheers.

Attachments

wall_base.jpg

wall_sculpt.jpg

wall_lowsub.jpg

wall_displace.jpg

In the way you describe your workflow i see that you are storing a morph target at the beginning, with clean model - no sculpting done yet.
So later, before you generate displacement you are going back to this level - the imported model with no modeling ?
Am i getting this right ?
If this is true, then it is normal that you dont get the details from the modeling you did in your displacement.
One reason to make a morph target before you start model is that later in the modeling process, if you mess things up you fix them with the Morph brush. So this feature in combination with layers is a very powerful workflow. :slight_smile:

I believe this is your problem. :slight_smile:

Hi Pimento.

Before sculpting, I did store a MT of the clean mesh. In fact, after doing so, I then created a new layer for all of my sculpting so that the clean mesh would be unaffected.

An issue I’ve noticed is that when I store the MT of the clean mesh, and then bake down my sculpt layer, after taking the slider back to SDiv1, I can no longer switch MT.

I think I will retire this file and start again. By the way, is it important to bake down all layers prior to generating a displacement map? Or is it ok to leave all layers as they are?

Cheers

Attachments

wall_dispoff.jpg

wall_dispon.jpg