Hope this is not too stupid a question, but I seem to be stuck for the last few days with this.
I have been searching the Forum/Google on and off all day, and I can’t find a solution. I have been trying all sorts of different settings in zbrush and maya and still I’m getting this problem.
In the pic attached,
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is the base mesh in Maya ( brought from Zbrush )
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is the detailed mesh in Zbrush ( with the UVs done in Headus then imported back into SubD1 )
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is what I’m getting when I try render the displacement map in Maya2008. All my faces appear detached and floating. I can see some of my details very faintly on the floating faces and it appears to be lining up with the UV map correctly.
The weird thing is, if I take a Maya poly sphere and drop the Shader onto it, of course the detail will be scrambled because the UV layout is different, but you can see it displacing the correct height, without seperating faces in any way.
I can gladly give any settings or details, as I have my scene file handy, but I thought perhaps someone would know exactly what I’m doing wrong just by seeing pic 3).
I did turn on set the preference in Maya " Use Maya Style Alpha Detection On File Textures". I set the displacement alpha gain/offset as shown on the forum ( 2.2 and -1.1 ). The last setting I used was DE-LBEK-EAEAEA-D32 as the code for the disp map ( thought I also tried with Auto and R32 variations). I tried turning off “feature displacement” in maya but on or off I get the same result. And I tried a few scripts, but I guess they were not for my problem because they didn’t help.
Any help would be greatly appreciated !
