i was following this tutorial to do my displacement and normal maps:
http://www.youtube.com/watch?v=Gw3sJddKFA8
I try to do a render in maya and i get something that looks like the michelin man for my displacment on my humanoid creature. Any ideas?
i was following this tutorial to do my displacement and normal maps:
http://www.youtube.com/watch?v=Gw3sJddKFA8
I try to do a render in maya and i get something that looks like the michelin man for my displacment on my humanoid creature. Any ideas?
Without watching the video, there are a couple questions I could ask:
Are you restoring your base mesh prior to creating the displacement map? When you divide a model, the smoothing algorithms cause it to contract. When you return to level 1 to create your displacement map, ZBrush’s multi-resolution sculpting feature translates that contraction to level 1, with the result being that your base mesh is not what you started with. If you now create a displacement map and export that to your other app, the map’s values will be too strong and your render will balloon. I’ve made many, many posts over the years about how to restore your base mesh. Using ZBC’s search feature will turn up plenty of explanations. 
Are you exporting 16-bit or 32-bit displacement maps? If you are exporting 16-bit, you need to also note the Alpha Depth Factor after cloning the map to the Alpha palette for export from ZBrush. This value – or a mathematical derivative thereof – needs to be entered into your renderer’s displacement intensity field in order to get the correct amount of displacement. If you’re exporting 32-bit maps (and your renderer supports them) then you don’t need to worry about ADF because the intensity value is baked into the map.