ZBrushCentral

Recovering subdivision levels with a displacement map

Is it possible to recover editable subdivision levels of a mesh, if you have a displacement map and the low res mesh? If so, how do you do this?

import the map

divide the mesh

tool>displacement>apply dispmap

you may have to adjust the settings to get the same result you had before.

[On a PC - 3.1 - you need to have a texture selected for this to work - any texture will do, just create a new one at 256x256.]

EDIT: I was mistaken. This was a requirement for previous versions of ZBrush but is no longer necessary.

If the texture is 256 and anything, how does the mesh recover the forms from a displacement map? Is the displacement in the alpha channel? Also is there a non trial and error way of getting the displacement settings correct. So far my attempts at displacement in zbrush causes a stay puft marshmellow effect.

The selected alpha (in the alpha palette) is what is used. But I’ve just tested and it seems that you DON’T need a texture selected. (That was a requirement in previous versions of ZBrush.)

If the displacement map was generated in ZBrush then you need to note down the Alpha Depth Factor from the Alpha palette. This is the value to put in the intensity slider when applying the displacement. But if the displacement was generated elsewhere, or you didn’t note down the ADF when the displacement was created, you will have to use trial and error.

I should also point out that if you have a high res and a low res version of the model then you don’t need a displacement map at all. Append the low res version to the high res version as a SubTool. Divide it to have as many polys as the high res version. Then use Tool>SubTool>Project All to copy the details.

I’m using zbrush for displacement. I will test that when I get home today. Aurick, won’t it be an issue since the high resolution mesh, has wacky vertices?

Perhaps I shouldn’t do project all? Although I don’t have a good feel of zproject. I tend to get weird areas where the mesh caves in, if I’m not really careful. And for the future, is it better to close off holes in a mesh, such as the eyelids, mouth, nose and ears? It seems that the areas around these parts can get out of control with the clay tubes brush.

I always close holes, or at least push an extra loop back that I don’t really need

That worked marcus. :slight_smile: Although I guess from now I should probably hole up those areas.