ZBrushCentral

displacement wrinles

Hi,

I create a displaced object, but it has some wrinkle at the hard edges.
I tried to create the 32bit displacement maps in zbrush 3.5 and 3.1 version as well, the results are nearly same: there are wrinkles like moires. So I suspect that the wire is not correct, maybe the hard edges are too near. Am I right? Or what is my cause of trouble?
Here are the links:(the displacement maps not the same)
the 3.1 version
the 3.5 version
the wireframe

Any advices are appreciated
thank you

It looks like your map is somehow getting converted to 8-bits. Without knowing all of your steps, though, it’s really impossible for anyone to provide real help.

Maybe you just have done, but I´d do the test doing the uv (now in the 3.5, with uv master) or PUV, and tweak as higher as possible the subdiv, which gives you the resolution. Is the first I think.

The last one I made with R3.5, I just set the UV size 2048, in the displacement tab I turned on flip, 32bit and 3channels, and turned off smoothUV buttons. Then I convert the tif to map with the “imf_copy -p source.tif output.map”.

I adjust the model and its UV map with roadkill, and tried the zbrush hd. In zb the whole sill has 12million polygons, but I can only achieve about 3 or 5 million at render time, because of my limited ram. Now it looks this. This is the final camera angle and size. I stilll have some wrinkle(?) at the corner. maybe it is better if I put it right in PS. If you have any advices, how can I render the full 12m polygons with this kind of limitations, please tell me.(if you are familiar with maya, the subdiv approx setup is: spatial, min0, max6, length 0,1, and if the max is 7, my computer will not render)

I will check UV master.

Thank you for your kind