ZBrushCentral

Problem with Displacement maps and UV seams/edges (GUV)

Hi, I have a problem with displacement maps and GUV maps in zBrush.
I tried searching the forum for related problems but most point at problems in Maya, but my problem occurs when my entire workflow is in zBrush.

I made a simple cube with zRemesher (to get quad topology) and assign random polygroups to it
Then, I made GUV tiles.
I then put a greeble texture map, and a displacement map on said object.
Upon turning displacement mode on, there appear to be gaps or see-through areas only in the parts where there are UV tiles ‘seams’ or ‘edges’.

Also to note, I am using 16-bit PSD for the maps.
Also I made sure there were no pure blacks in the maps by adjusting contrast in photoshop. So it can’t be a transparent texture resulting from pure black textures.

And it only happens exclusively on the UV’edges
What can I do to fill up these gaps?

thank you!

  1. Just the polygroups.

  2. After GUV, and applying rainbow texture. Can clearly see the tiles seams.

  3. Applying a texture map.

  4. Displacing it with the same alpha map. Only the UV tile seams create the gaps or transparency.

  5. Texture map changed back to rainbow gradient to see more clearly the gaps in the seams.

Attachments

disp.jpg

GUV.jpg

polygroup.jpg

texturemap.jpg

disp2.jpg

I used GoZ to 3Ds Max and render, still the same problem…
UV island problem?

maxrender.jpg

Even after tiling the UV 10x H and V, still there are gaps only where the UV islands are. However in areas away from the island seams, it displaced good. I used a white background to better indicate the gaps.

tilex10.jpg

Still stumped.:confused: Would appreciate some input! Thanks!