Hi,
I’m also trying to use displacements map into maya 2009.
and I have lots of troubles too.
I read all posts and watch videos tutorials about multi displacement 3
but things are not going very well.
Here is my problem !!
I have a base character head model into maya 2009 with good uvs, freeze transformation,…
I exported it in zbrush and do first a morph target and start to sculpt my geomertry.
At the end of sculpting, I am at level 7 of subdivision.
it’s where problem start…
I cameback to level one and switch to my morph target and export the disp map (4k) exactly the same way I saw in Scoot Spencer gnomon
tutorials.
-
and (of course) when I tried it in maya the displacement didn’t really work
I directly use the script to try to fix the problem but nothing change.
-
for the second try I didn’t use the morph target and assign the displacement,
it didn’t work neither but the result was a bit better and cleaner.
-
another try was to export the mesh at level two (obj) in zbrush (level 1 deleted) to see if a higher resolution can do something
I first try on the morph target and the result was better but still with some weird parts.
so I try at level two without the morph target and the result was almost there, my mesh had just a little inflate on it.
-
what I do to try to fix it was to delete the morph target export the mesh at lower level of subdivision as obj and re-import
it as a new morph target.
and it worked perfectly into maya. the render between high res and low res mesh with displace looks 95% the same. whouhououuu !!
but now I’m blocked because I loose my initial base mesh with the morph target.
and the caracheter head is already rigged with blendshape and everything.
I have two solution for the moment:
- keep the base mesh and have a bad displacement
- or have a nice displacement with no possibility of using it on my base mesh. because level two of subdivision is not the same than in
maya and vertex ids change.
I hope someone have an idea for me. Displacements start to driving me nuts.
Thx