ZBrushCentral

Displacement map not working as expected

Hey guys,

I recently bought a super cool tutorial from Art Station and I am trying to learn it.
Everything goes well, until I get to the part where the guy uses a “displacement map”.

I did the exact same steps as he did, but somehow my displacement map looks all distorted (twisted) while his looks perfect. Does anyone know what might be the cause or could someone tell me the steps to make it work?

His work:

My work (don’t laugh haha):

afbeelding

What I did was this:

  1. Create a dragon (body) in 3ds Max. Export it as .obj file.
  2. Create a cylinder in 3ds Max, UV it properly then export as .obj file.
  3. Import the cylinder in ZBrush and model on it. Export as a new .obj file.
  4. I then made a seamless/ tile able PNG from it (height map)
  5. In Zbrush I import the dragon body, then choose ZPlugin and UV Master to add UV to it.
  6. I then add the displacement map to it.

My problem is that the guy in the lessons does not really show everything “oké”. I mean, he makes a dragon body. Later he shows you he makes a simple cylinder and UV unwraps it.

He then sculpts on the simple cylinder which he then uses to make a height map (Substance designer). This height map is applied to his dragon body (not a simple shape) and everything works perfectly out of the box.

As you can see, when I do it, the displacement map looks very weird like it was twisted.

Hope someone can help me out on this matter. I can add my source files if needed. Suggestions for a “upload website” are most welcome in that case.

To clearify it a bit… I used a simple cylinder to make the height map. I then want to apply it to a more (not straight) advanced shape i.e. dragon body or snake body with some simple bends in it.

P.S. I added my height map below as a reference.

Edit: gave it a couple more tries but it never works, only on “straight” shapes unfortunately. Really hope someone can tell me whats wrong.

When you first uv a mesh and then sculpt on it stretching etc happens inevitably. I personally would sculpt on a duplicate in the beginning then project onto the base with uvs, or would retopo, uv and then project to a duplicate after. Trying to give you ideas :slight_smile: