ZBrushCentral

SmoothUV causing Displacement problem

Hello all,
I´ve already played for a while with the different settings in Zbrush to great the displacement map. But I have still a problem which I can´t figure out.

Would be nice if you can help me.

I first created the displacment with all the usual settings you can find anywhere. But without the SmoothUV checked and also without smooth and seamless under the displacement exporter. And I get the result in the first picture. But then I have a problem that looks like the UVs arround the eyes are not smoothed.

No I thought, okay let´s check the SmoothUV on and then generate the new displacement map. Well now I get really nice results arround the eyes, but also some artefacts in some other points of the model.

Now my question is, what causes the problems and how can I find the best way to solve them. And also, does I always need to check on the SmoothUV, or should I also get good results without. Because I always read in tutorials, that this is up to me and they always generate the map without the SmoothUV.

Hope you can help me.

Regards,
Josef

PS: I use maya

What do the UV’s themselves look like? What about the base mesh?

Hello aurick I still have the problem, but now, I found something out.

If I import the model, with new UVs to Zbrush, the UV become splited along every edge, so every polygone would be sperated in the UV layout of Maya. If I grab one there and pull it, only this poly follows, the same with all of them. You know what I mean?

If I import the model back to maya, I can merge them together, without moving them a bit, so they are not sparated anymore and render it with my generated displacement map. But then it comes up with the problem you see in the first picture I´ve posted before. The area arround the eyes is strange etc…

And I know why, but I don´t have any idea to solve it.

Because, if I don´t merge the UV´s together, the render looks fine.
But what is the logic behind this issue, I need to merge the broken Uvs together!

Pleace help me, I can´t find any solution!

I also found out that I don´t need to activated the smoothUV, If I render with the UVs splited. Then everything looks fine, but the UVs are still seperated. But does this makes any sense?

I need to have intact UV shells, because I´ve two different UVsets in Maya which I need to select.
I also can´t use the original model from maya with all the UVsets on, because the UVs there are also merged, which should be normal.

If I use the Mrg when I export the mesh from ZBrush to Maya, thee same problem happens like in the first picture.