ZBrushCentral

Problem When Exporting Displacement Maps...

I bring my mesh down to the lowest subdivision level and using the Multi Displacement 2 (Rev C) I use the code for Maya. I go to export the map leaving the default map setting of 2048x2048px…it sends the map out a 512x512px. If I bump it up to something over 5000px, then it sends it out at 2048. Is this just a weird bug with the Zplug? Does this happen to anyone else? Thanks!

…EDIT…OK It was exporting slow so I have my Charecter UVs set on 3 different maps (1.body, 2.Head, and 3.Hands Ears Feet) they are set up in three quadrents of Maya’s UV texture editor. When I go to export the Displacements it saves one out at 1024, and one out at 2048. No head Displacement map though. Do I have to have the UVS set all on one map or something before I take the model from Maya to ZB for the Displacements to export properly? Thanks

It sounds like you may have the mapSizeAdjust slider set to 100 in the Multi Displace2 plugin. Set that to 0 so the maps wil not be rescaled by UV space.

S

OK that sets the maps in equal distrubution. Thanks. But I guess you have to set your UV’s horizontally because I had 2 uv sets that were horizontal and one that was set vertical when I exported the obj. geo out of maya. the 2 that were horizontal exported correctly to let me set the displacement maps, vertical did not. Does this make sense to anyone using Maya>Zbrush? Do the UV sets have to be organized in a horizontal row in Maya when then exporting displacement maps out of ZB? Thanks for your help!

I usually only ever set them up in a horozontal row since it allows me to use the fileIndex function of MD2 to identify what quadrant the map belongs to. I do have old ZTools with a horozontal layout of 2 regions at most… This never caused me a problem : / Not sure what may be happening there.

S

Thanks Scott you have been very helpful! I guess you are right! I did a test with some simple Disp. Maps painted with horizontally set Uvs.
Horizontally the maps all show up as displacements! Vertical is a no-no. That kinda sucks since I exported geo out of Maya with UVs set in the wrong manner and used that as the the model to paint displacements. Is there any way I can transfer that displacement geo to the same model with the UVs set horizontal instead of vertically? Again, I value your help extremely! Thanks! :smiley:

No problem man : )

Just rearrange the UVs in Maya as you like then export the obj again. In ZBrush import the new obj at level 1 and it will update the UVs.

S

But can I keep the zbrush information that I already applied to my model in ZB? Somehow just transfer UV info? I spent a good few hours on it already and it would be helpful if I could.

When you import a new version of the model into level 1 of your existing work, the higher levels remain unchanged. See my post from a few hours ago, found here.

Thank You both so much! :smiley: