ZBrushCentral

Displacement problem again

Hi guys. I got a displacement problem.

Base mesh was created in modo, and UV was prepared there.

I have geometry lv6. But I deleted lv1 to lv3. I wanted to use Lv4 as my new base mesh. So I created displacement map, with smoothUV turned on. I also created Normal Map.

Questions :

  • What made that seam across the forehead?
  • How to delete displacement map that I dont like?
  • How to create a displacement map that is 4K in size? I cannot find a way to specify the size of the map.

Thank you.

1 - that’s the forehead? :slight_smile: Don’t know what’s causing the seam, maybe your uv cuts? You can create uv tiles in zbrush that work well for me, such as puv tiles. It could be the combination of displacement and normal mapping, doubling the sculpt’s effect on the base mesh.

2 - You turn off the ‘disp on’ button, and if you want, create a new one. Deleting your uv’s will also delete the displacement map.

3 - tool>uv map is where you specify the dimensions of your uv’s in ZBrush. You made them in modo, which I haven’t done although I use modo. Maybe dimensions you assigned there carry over(?)

I do know that, in ZBrush, all other maps (disp, norm, text, etc) will be the dimensions you assign to your uv map.

Brain boy looks cool.

Hi James. Thanks for the reply. Yea, this gold fish ( oranda gold fish ) is a crazy looking fish. Just give google a try.

I am not sure about the UV from Modo, i dont think i got anything wrong with it, I checked. Especially on the area where the “kinks” are. I am stumped!

Try out creating the uv’s in zbrush. Save out a different version, or just clone it in the tool palette. Go to tool>uv map>delete uv. Then hit the 4096 button for 4k, or 2048 for 2k, etc. Then hit PUVTiles. From there, create your displacement and see if you get the seams. Another thing is to export and view your displacement in modo to really see if there’s a problem.

Another thing that works in many cases is using decimation master rather than displacement. It knocks the polycount down to a mesh modo can handle, but retains the detail.

That’s a crazy fish dude.

hi james. thanks a lot sir! i forgot this thread, but really, thank you for your time. you have no idea how i appreciate your reply!

gonna try your suggestion ASAP.