Hi! I have the same issue here… very annoying :S have to use mudbox to generate the maps…
Hi guys. Yeah, we’ve been suffering a lot with displacement generation in zBrush as of 3.5. I’ve just wrote in my blog a little rundown on the methods we’ve used here in our studio, hope it helps. Little excerpt:
"Here at FluidPlay Studios, we’ve been suffering a lot with displacement generation in zBrush as of 3.5. To project the high-frequency details of some 3rd party models into our re-topo’d low poly meshes we’ve had to resort to multiple gymnastics, here’s a quick rundown:
- Divide low poly cage only up to level 3 (keep original base stored as morph target in level 1, ofc)
- Use project all. Limiting yourself to level 3 will mean project all won’t completely ruin your day. Just partially.
- Send the level 3 model to Topogun to re-snap the tricky edges to where they should be relative to the high poly model. (…)"