ZBrushCentral

Displacement map/UV inconsistencies

I’m having a bit of trouble generating the desired bump map in Zbrush.

I know that Bump maps and Displacement maps are more or less the same thing but the desired bump map needs to focus on the finer details and not the medium detail. I tried to do this by deleting the first two levels of the model (so the model was closer to the end shape) and then generated the disp/bump map from there. Problem was that the bump map was slight distorted compared with the displacement map. Hopefully this image will show you what I mean. I’ve highlighted the effected area where details don’t match.

hesp_teeth_disp_UV problem.jpg

I assume the UVs are altered when the model is divided. Has anyone got an idea of a way to get around this problem? I’ve been using the disp maps to create textures in PS and need the bump/disp/colour maps to line up… obviously. Thanks MX

I know next to nothing about this stuff, but I was able to make perfectly good bump maps using the Bumpviewer Material.
I sculpted the model to a pretty deep level of detail, but didn’t bother with pores or fine wrinkles. I generated the displ map, and then went back into Z, and opened my model but with the Bumpviewr mat. I brought it down to Subdiv 1 (real blocky) and assigned a new 128 ® 128(G) 128(B) neutral grey texture ((4096x4096). Then I hit GUV tiles.(Important)
Next, go up to your highest level (mine was 7, around a million or so Polys)
Go into PM, and add your Bump information, but MAKE SURE Zadd and ZSub are NEVER on. Instead, just use RGB (I usually stay around 22-27 intensity)
Use only variations of dark greys, light greys etc. You’ll see as your painting, say, a darker grey, that it appears as if your “wrinkle” is going IN,and if you use a more whit color, it acts as ZAdd . It looks like you are using ZAdd or ZSub ( because it’s the BumpVIEWER mat, that’s what it DOES…(hehe)). You get to see exactly how your bumpmap will effect your final render in another App(Maya in my case).
Just remember as you change brushes to check to see if they go to Zadd etc. by default, and always use just RGB with Greyscale).
Then, I just pick up the model, FLIP VERTICALLY, and Export the map (as a .TIFF).
Then, in Maya I just assign that as my bumpmap, and tweak tweak tweak.
I find that a bumpvalue of .2 or so is usually about right.
I hope this helps, I know this same info is elsewhere in this forum, so if you need to, keep looking.