ZBrushCentral

Displacement Map, ISSUE

Hello everyone!
Im new in the whole ZBrush stuff and im trying to learn a little about it, specially with the displacements and the sculpting.

The problem im getting is something i simply am not able to find anywhere on the net.

Im having a problem with ZBrush and 3D studio Max, where the displacement system on Max uses black as 0 displacement and white as 100 displacement, but when i export a Displacement map on ZBrush it comes out grey, as base color, i’ve searched for hours on the net and i simply cant find the solution

Hello @Abdiel_Bolanos_Varga!

Have you actually tried applying the map to see how it works, or are you just concerned that the displacement image map itself doesn’t look like it would be correct? Even though disp map images look overall grey, they usually have small black and white variations that help define the details. The grey is just a midpoint value so details are neither too recessed or too elevated.

This midpoint value can be adjusted in the Tool > Displacement Map menu.

HOWEVER. As a new user, I strongly recommend using GoZ. GoZ should set a lot of this stuff up for you in your target application. I would start there, see where it gets you, and only worry about it if there is an issue.

Thanks for the comment!
I have tried using the Grey image and it simply doesnt work,
On 3D studio max black means 0 extrude and white means 100, since the entire image is Grey it makes all the model bloat up and make a whole mess, when i look for tutorials on how to export Displacement maps from Zbrush to 3D max i notice how all the pictures are black and white, but mine is Grey with lighter grey (for the highlights) and that is simply not working for me.

Can you try using GoZ, and see how that works for you? If that works, then compare the output of the different maps, and see what might be different.

I just tested out GoZ and it’s still giving me the same result, even after changing the model it keeps showing a grey texture that doenst work.
This issue is getting very tiresome and im almost about to quit using Zbrush altogether, its ridiculous how No one knows anything about this…

here’s a Link to a reddit page i posted the question with pictures if that helps,

But im about done with this, its been hours dealing with this very issue with no answer anywhere

I’m so sorry you’re having some frustration! Here’s the problem though. Every different program works a little differently, and wants things its own particular way for best results. I’m not a Max user, and can’t speak as to the best way to set things up for Max, but luckily someone else has already done that for us in the form of GoZ. Trying GoZ is useful, because

  1. It will show you the proper way to set up the displacement shader chain in Max, even if something isn’t working and

  2. It lets me know that because it Isn’t working in GoZ, and assuming GoZ is functioning properly, there may be an issue with the way you’re setting things up in Zbrush.


So now I need to know more about your project. How did you create this mesh, and the UVs? Was it done inside of ZB, or elsewhere? If the UVs were created outside of Zbrush, and therefore required ZB to match those UVs exactly, did you store and switch to a morph target prior to generating the maps? Just the act of subdividing a mesh will alter the mesh slightly at all levels of subdivision. This is the reason for storing and switching to a MT in a situation where the maps must match a pre-existing set of UVs, rather than simply creating them for the lowest SubD version of your mesh after all your ZB work is done.

So for instance, if using Multi Map Exporter to export your displacement, the process would be:

  1. Go to subdivision level 1.

  2. Store a Morph Target by pressing Tool >> Morph Target >> Store MT.

  3. Import original mesh.

  4. Set the plugin options, making sure the ‘Switch MT’ button is on.

  5. Press ‘Create All Maps’ to start plugin operation.

I don’t know if it applies to your situation or not, but it is an example of something that could be going wrong for a new user. The only way we can figure that out though is to go through your process.


If you need to take a break from the issue, I understand. We’ve all been there. But when or if you’re ready to work through it some more, we’ll be here.

Good luck!

Yes, i have tried to use GoZ.
What happens is when i press the GoZ buttom it simply opens 3D max and nothing else, doesnt export the model nor reflect any of the changes to it. I have no idea on how to use that option and tutorials arent exactly clear as most dont use 3D max at all.

I made the model in 3D max, very low poly and i made the UV map also on 3D max and exported them as .OBJ which is recomended as its requiered to maintain the size of the model.

After that, i import the file into Zbrush which 50% of the time doesnt let me move the object as if it was a 3D model and the explanaition of why this happens is because its being loaded as a 2D image instead of a 3D model which… doesnt make sence at all to me, but after closing and opening the program over and over again and pray for it to work i get to open the file…

After that i create the subdivision and work on the mesh to create the displacement: i’ve tried a lot of tutorials, specially the part of the multi map exporter but on the tutorials i’ve seen they get a black and white map (check the link i attached, there are pictures of the model there and an example of the map im talking of) but i still get a grey texture and just messes the entire model up.

The idea of using Zbrush for this assigment was to create a sculpture of the object, then export the displacement map into a 3D max Model to be able to use it in animation (hence why im making a mace, because it’s something that doesnt move much) but it seems that NO ONE knows why this happens, and my teacher went dark on me and hasnt respond.

So my best conclution is to forefit ZBrush and do it all on Photoshop manually, because this problem is simply ridiculous.

OK, if you want to step away, I understand. I think both you and your teacher are asking too much of you to expect a new user to jump right into Zbrush without issues. Troubleshooting map issues is inevitable in any 3d workflow, and you’re fighting your unfamiliarity with the program at the same time as trying to solve a problem. Of course that would be frustrating.


OK, so storing amorph target and switching to it prior to any displacement map creation is going to be important for you. Preserving pre-existing UVs from an import is slightly more complicated than generating them after all your sculpting is done. If you import a mesh with UVs into ZB, then Subdivide it, the lowest subD level will change slightly, and no longer be exactly the same mesh that those UVs are based on, leading to map issues.

The general workflow would be (apologies to @marcus_civis for the copypasta) :

  1. Import the base mesh (with UVs or create UVs in ZBrush).
  2. Store a morph target (for each subtool).
  3. Subdivide the mesh and sculpt. Optionally polypaint at the highest level.
  4. When ready to create a displacement map, go to lowest level and switch the morph target. Create displacement map.
  5. Switch the morph target again before switching to higher subdivision levels, for example to create a texture map from polypaint.

Note that final point. you’ve actually got to switch from the MT back to the altered base before changing switching SubD levels, or it will alter your original MT.


This is fundamental Zbrush 101 stuff. I can imagine it must be very frustrating to have to overcome stuff like this at the same time as having to troubleshoot a displacement export!

Zbrush is a hybrid 2d/3d program. At some point in the future, you may even find that less infuriating and really interesting, but for now all you need to know is that you have to be in Edit mode (T) to work on a mesh as a 3d object. When you first draw an object out on the canvas, it exists as Pixols, but is not a live 3d object until you enter edit mode.

Alright, i did everything you wrote down

This is how it ended up looking after i made the displacement map
and this is how it looks in 3D max:

image
This is LITERALLY my entire problem, the fact that is grey just destroys the actual 3D model!

its not How im getting the displacement map or if im following the right steps, i’ve watch tutorials for days to export them correctly.

My problem is LITERALLY the color of the map. JUST the fact that it is not BLACK and WHITE.

If you’re confident this is the case, I told you how to change that in my first post. You can adjust the midpoint value in the Tool > Displacement Map menu to make it black rather than grey as a start value, then clone and export it.

I’m not as certain this is your issue though. Assuming GoZ is working correctly (which is not necessarily the case), and this was known to be necessary for Max export, it would have done that for you. There seems to be some other factor at work.

You know what, im done.
Im not using Zbrush anymore, it had it’s change, just crashed my (new) computer 3 times already when i try to render the NON existend displacement map.

HOW in the love of god do people learn this program, I dont get it and im done.

I’m so sorry I wasn’t able to help. I completely understand deciding to wash your hands of everything! I hit this state about twice a week doing 3d work. It is a wretched artform that still has unacceptable layers of technical hurdles in between artists and their intended output.

In the future though, if you ever decide to jump back in, the way that people learn this or any program is to not try to run before they can walk. Zbrush can absolutely be used as a situational companion in any workflow that you can jump right in and out of, but maybe not in your first week of use. Trying to learn the basic functions of the program at the same time as trying to troubleshoot a more esoteric problem like you’re doing here would make anyone feel overwhlemed.

If you ever do want to check back in at some point when you can take a bit more time with your learning , we’ll be here still and try to help.