ZBrushCentral

HighDef displacement maps

Hello everyone,

I have this great mesh on which I painted high frequency details using the Geometry HD function (17M polys). I cant seem to be able to generate a displacement map that captures the HD details. My displacement maps generate and export correctly to maya but none of the HD work is captured. I did open the maps in photoshop and the details are just not there… Can someone describe the workflow?

Also, how can you generate color maps from the HD levels. Again, I colorize the mesh then use the color to texture function, but the HD details is lost…

By the way, do you know any good geometry HD tutorial out there?

Any help will be appreciated…

Thanks.
Gilius

Displacement and normal map creation does not currently take HD data into account. That is something that we’re currently working on.

Thanks, for the feedback Aurick. I suspected it was the case after I found another message on this subject in the forum. Until this issue is fixed, do you know a workflow that would allow me to transfer my Highdef details to a map (color and/or bump)?

Gillius

Don’t know if this will resolve your issue, but one of my students recently had a 13 million poly mesh he wanted to make displacement maps for. Our solution was to export the map in .obj “peices” based off of your UV shells. I’m not sure if Z3 will support this, but we used…ahem… (sorry)… mudbox to bring in arbitrary low and high rez “sections” and generated multiple displacements based off of what the CPU/Ram could handle. These were all comped in PS later.

-Rod

Use polypaint to paint the HD details. If you want to paint a bump map, paint with grayscale color. After you’ve finished painting, assign a texture to the model and then press Tool :small_orange_diamond: Texture :small_orange_diamond: Col>Txr. This transfers the HD paint to your texture map.

For best results, your texture should have approximately the same number of pixels as your model has points. So with a 4096 map, polypainging anything more than 16 million polys would be overkill. A 4K map has only about 16 million pixels, so can’t hold any more detail than that.

I’m having some issues with this, so some clarification, please…

If I have a 25mill poly object (in hd mode) I should be able to output a 5000x5000 map with the same detail. I’m talking color polypainting now.

If I’m not in HD sculpt mode, and do col>texture, I don’t get the full detail. If I switch to sculptHD mode, UV’s are disabled, so if I do a col>texture, I just get black.

So how exactly can I get my HD painting into a texture map?

Andrew

I’m certainly confused by this issue… but see if this statement is correct:

There is currently no way to export detail information from HDsculpting (over 12 mil polys) in the form of either a displacement map, or a color texture map.

a post above, led me to believe there WAS a way, but alas, I cannot find it.

Andrew