Hi guys, I’ve been having trouble getting a displacement per layer working for zbrush.
For example, you have a cg character, a low res mesh that you bring in from maya, subdivide it 4 times so we have sDiv Levels 1-5.
Layer1 = Skin
Layer2 = Veins
Layer3 = Wrinkles+Pores
When you turn these layers off you of course get back to the base level mesh but sub-divided 5 times.
Now I used this method before:
For the Vein displacement, I would export a presmoothed Level
4 subdivision version of the character minus the veins. I would
load the ZTool of the character, go to the highest subdivision
level and make sure the Vein layer was on. I would then go
down to Level 4, import the presmoothed Level 4 base and
export the maps using this base. Because the Level 4 base did
not have veins, and the level 5 had the veins, we would get a
map where the only element that would appear in it would be
the veins.
But now I cannot seem to recreate it. When I combine the individual maps in nuke they don’t add up to the baked displacement map (with everything in there)
The reason for this workflow, is so that if we want to push the Wrinkles+Pores in lookDev, we can as it is a separate map.
If anyone else know another way of recreating this it would be very much appreciated
Thanks