ZBrushCentral

Generated displacement map is empty

I’m a very new user and trying out the trial version of ZBrush 4 and wanted to play around with it to create wall blocks with tileable geometry. I’m planning to push them into game, so I want to have them low poly and therefore want to have higher detail as displacement and normal maps. I’ve managed to create tileable blocks, but for some reason most of the time when I try to generate displacement map it only gives me blank grey map or map with strange artifacts on side (which seem to have nothing to do with model itself).

The steps what I’ve done.

  1. Create 3d cube and initialize dimensions to x=100, y=30, z=20
  2. I create unified skin from that cube, to get the vertices based on more gridlike to get general coverage of for low poly model.
  3. I divide the skinned cube few times to get more detail
  4. I edit one side of the model to have the geometry represent the wall (have also tried to edit both sides of the wall)
  5. I generate UV coordinates, using UVP, have tried map sizes up to 4k
  6. On the lowest subdivision level, I try to create displacement map (have tried with various different values)
  7. I only get grey displacement map, like there would not be displacement at all. Sometimes I also get strange “boxlike” artifacts. Similar things happen with normal map, but in case of Normalmaps I sometimes get rectangles in corners of the map but nothing else.

I’ve tried to see if UVs are right and they seem to be, since as I set existing texture for the mesh it gets mapped fitting just nicely on the wall.

I’ve tried to do this about two dozen times now, and maybe two times I’ve managed to get the displacement map to generated as it should, but whenever I try to reproduce it with exact same steps I seem to fail…

So, if anyone could give me a hand and tell what I am doing wrong here, it’d be great.

Okies. Did not have luck with the flow I tried earlier, but tried and learned a bit and changed my workflow.

I switched to use AUVTiles, and baked my textures into models as polypaint. With AUVTiles I got decent displacement maps as well as normal maps.

So lesson to learn, better not try to use planar UVs for displacement map or normal map creation, but instead pick AUVTiles.