ZBrushCentral

Newbie with disp map questions

Hi everyone,
I am new to ZBrush and probably have what would be a basic newbie quesiton. When I export my disp map from ZB I get the attached image. Is the disp map suppose to have the “block” looking type artifacts. They are the edges of the low division poly surface in ZB showing up in the map. Hencfourth when I use this image as a disp map in maya I get the edges showing up, especially in the legs where it appears to be the most apparent. The body doesn’t seem to bad though. Is this normal for a disp map? Is it suppose to look this way? If yes, then how do I minimize it in Maya. If not, then what do I do in ZB to rid my map of these block creases? Like I said, I am a newbie, so sorry if this is a basic question …:confused:
Thanks!
Dave

Attachments

Displacement_map_2.jpg

Well, it would help to know what steps you followed to create the map, and what settings you used to export it.

Also, is the model UV’d in ZBrush or did you use another program?

Actually I think what was causing the issue is overlapping UV’s. I mapped it originally with a planar map in Maya. But I went back and remaped using auto mapping just so there was no overlap in UV’s and that seemed to take care of the problem. However a new problem has arisen. Even with the new auto mapping it has what looks like dark splothes and highlights that I did not paint on the surface. I can see the fine details still, but its like there are larger overall tone changes in the map which ultimitely render out on my character making it look bloated or sunken in. I have uploaded some different images of what it should look like in ZB and how it is coming out in Maya. IF yo look at the Disp map exported from ZB, you can see some of the ares I indicated in red that denote a splotch of dark tone, and other areas I marked in yellow that indicate a splotch of highlight. Do these overall, non-detail, tone changes always happen when you render out a disp map from ZB? I just painted small bumps and wrinkles with projection master. I did no ZB modeling with brushes. I would expect the Disp map to look as one overall tone of grey with just flecks of highlights that indicate the details of the bumps and wrinkles I painted on. Is that right? Why do I get these overall tone chages? Could this be resulting from overlaping strokes while using the rectangle stroke option even though I have the edges of the alphas disolve to pure black?
Here is my workflow:
-Model low poly version and lay out UV’s (auto mapping for now) in Maya and export out as .obj file.
-Import as tool in ZB.
-enter edit mode
-Divide to division level 5.
- Paint disp map on surface using Projection Master. I use the simple brush, with different “bumps” and wrinkles" alphas, with my stroke set to “Drag Rectangle”. I paint from various angles using “Drop Now” and “Pick Up Now”.
- Once finished I export the alpha out of ZB. I have used both the Native Disp Map exporter and the “Displacement Exporter Plug In”. Both have yielded the same results, that is the splotchy tone changes.
-Import Disp Map into Maya and apply as disp map on a shader. Adjust for alpha difference by setting my alpha offfset to “-.5”, make sure the “Feature Displacement” box is unchecked under Displacement Map in attribut editor so that Mental Ray has full control over the disp map. Apply shader to geometry of character.
-Open Mental Ray approximation editor and creat approx’s for both Disp Map Approx and SubDiv Approx. Adjust both to be set to “spatial”/Min Values 3/Max Values 5/Length .25" Now I have heard that you can use one or the other or both. I have tried to play around with them as a team and both individually, but I still get the same results.
-Render out with MR set to production quality.

I can get the whole process to work, just can't get it to look like what i have in ZB. Any and all suggestions would be greatly appreciated. Thanks! :D -Dave

Attachments

What it should look like_2.jpg

Disp Map exporter settings_2.jpg

DISP_map form ZB_2.jpg

Maya render from MR_2.jpg

Your workflow is missing some steps. You talk about your sculpting, and then jump right to after you’ve created the map. You haven’t described the steps that you’re following to actually create the map.

Since you have an imported mesh, here’s what you SHOULD be doing:

  1. Finish sculpting
  2. Go to Level 1 and press Tool>Morph Target>StoreMT
  3. Press Tool>Import and load your model again
  4. Create the displacement map and export it

If you’re not importing your original mesh again, you will not have a map that is accurate for the model it will be wrapped onto.

Hey Aurick,
Thanks for the help, I appreciate your input, I’ll give it a whirl and see what happens! :smiley:
Dave
Thanks again!