ZBrushCentral

need help with displacement map (answered)

Before I brought this model into zbrush I went through and spent quite a bit of time making a good uv map. It’s supposed to be a leather watch band. Before I created the displacement map it looks fine. But when I created the map I started getting distortion & tearing on the sculpt. I’ve played with smooth uvs, 32 bit and adaptive settings in the displacement map section. Nothing seems to fix this. If I up the uv size from 2048 to 4096 it smooths it out a little bit but it’s still pretty bad. What else can I do to make this look more like the sculpted version? Thanks!

Displacement map turned off
disp_off.jpg

Attachments

disp_on.jpg

EDIT: deleted because post was moved.

Sorry about that. Moderator, feel free to move this. Thanks.

is this solved?

Turn off Smooth UV button

Turning off smooth uvs helped a bit but I’m still getting a large amount of distortion.

turning smoothUV on also isn’t always true to you’re UV layout. especially when Unwrapping wasn’t done in Zbrush.
doing some tests on how to get displacements right in Z, will make a clear post on Zcentral when finnished

I also tried deleting the uv map and recreating it in zbrush. While this helped I still had seams that showed up on the front of the band and caused tearing. Is there a way to specify where the seams are created in zbrush? If so, perhaps then the zbrush created uv map would work without problems.

You can use UV Master and encourage the seams to be in certain areas using Control Painting. UV Master is available from the download center. (See my signature.)

Or you can UV map the model in whatever program you want. In ZBrush, store a morph target and then import the newly UV’d version into your model. This will update the UV’s. Just be sure to switch morph targets before returning to higher levels.

hay aurick, isn’t that what’s being discuses here, it not working quite as clean as it should.
UV master doesn’t make clean enough unwraps (wastes to much uv space)
and when importing an unwrapped version done in other software, you have (making a displacement map) the smooth uv problem (it doesn’t respect the uv edges from other apps) or don’t turn on smooth uv and get your lowpoly wireframe "bakked"into the Displacement map.