ZBrushCentral

Displacement problems

Hi there,

i am trying to use displacement maps, created in Zbrush, and in general, all works fine. But in detail i have a problem, which i found no solution yet.
Let me explain my problem:
I sculpt some deformations in ZBrush and then i create a displacement map. Then i use that displacement map in C4D 10 to project my ZB sculpting onto a model in Cinema. Creation of the displacement map and application is straight forward and no problem but the alpha i get, is not what i expect, and it is not recreating the sculpting effect.
This is my zbush sculpting

orginal.jpg

As you can see, i used a simple layer brush in ZBrush, which was only elevating the surface, but in the alpha i have all of a sudden dimples and bumps …
Can anybody help me to get rid of this?
Best regards,
Heiner

Attachments

Alpha.jpg

Result_C4D.jpg

try tweaking the alpha’s mid-value.

… i had the same idea already, but what happens is, that the deformation describes more a shape like a wave: the first negative part of the wave goes below the surface, and then the positive part swings above the surface. But as you can see in my pictures, the deformation i have is just above the surface.
Maybe it is what you mentioned, but i dont understand what procedure i will have to use to apply the mid value to my displacement alpha.
Can you help me with that a bit further?
Regards
Heiner

Oops, I thought you were reapplying the alpha in ZBrush and then displacing it from there. (Just glanced at your post earlier, sorry).

taking a second look here…

I see what you’re saying and that one would expect the grey interior parts of the stroke to be white.

Clearly the trouble is on the ZBrush end but I don’t know any more than that.

Anyone???

This seems to happen with planar models rather than closed volumes. I’m not sure why. Have you stored a morph target before dividing the model for sculpting? Have you then switched to the stored morph target before creating the displacement map?

Take the plane object, turn it into a polymodell, subdivide it, use layerbrush to model, then create displacement maps.
Very straight forward, no use of morph targets …
regards,
Heiner

Please try storing a morph target before you divide. Then switch to the morph target when you come back to level 1, before creating your map. See if that makes any difference.

Hello Aurick,
i tried that, and stored a MT before i started to subdivide my mesh. Unfortunateley it did not change anything. The displacement map stll shows dents which so not belong there, because my experiments are still only using the layer brush, creating some elevation.
Any further ideas?
Regards
Heiner

Hi there,
sorry to pester around, but a solution to the problem is needed urgently. So, any news or solutions?
Regards
Heiner