ZBrushCentral

DISPlACEMENT MAPS are BLANK? HELP!!

Whats up everyone,

I did a model in maya, did the UVs, brought it into Zbrush and sculpted it how i like, now i want to export the maps and get it back into maya.

When I export my COLOR map, works great, but when i export my DISPLACEMENT map, the map is blank except some small artifacting around the edges of my UVs.

Why isnt my DISPLACEMENT showing up?

Here is what i do;

under TOOL>DISPLACEMENT I select ADAPTIVE, and set my resolution to 4096. INTENSITY is set to 1 (tho i have tried every number with the same results) and my MID is set to 50.

When I press CREATE DISPMAP and export it, all that shows up is small artifacting around the UV edges.

Why wont this work??? I really need some help guys. I have 4 models i have to get out of ZBrush and into maya by the end of the week!!

Thanks everyone!

OK, update…

I exported my mesh at SubD 1 and opened the OBJ up in Maya, and noticed my UVs, were really wrong, SO i reUVed my model.

I didnt change ANY of the geometry, simply just redid the UVs, and imported that OBJ back into ZBrush…but when I try to step back up in SubD levels, the model explodes!

I didnt change the geo…just the UVs, what can i do to fix this??

You may not have changed the geometry, but it sounds like Maya did. :wink: You need to watch the point order of the model so that it’s not changed by the import/export settings. A very common culprit with Maya is the “Create Multiple Objects” setting which needs to be set to False.

There actually was no need to export from ZBrush in this case, though. What you should do is open your original model in Maya, UV it, then export it just like you did before. Now in ZBrush, load your multi-res model, go to level 1, import the new version of the model, and then immediately create your displacement map. This kills two birds with one stone. First, it updates the UV’s. Second, it restores your base mesh prior to creating the displacement map – an important step.