ZBrushCentral

split object gets seams where no displacement is applied..

Hi,

Following workflow was applied:

mesh imported
sculpt
splitting into subtools using the split command based on selestions
base mesh imported and split in same order (without subdivisions), subtools exported as base meshes
new base meshes imported for specific subtool

maps genereted with MD3(DE-JAGK-EACADA-D32), border paint 8 also tried 16
subpixel 0 or adaptive.

Exporting the maps from the mesh before split is fine, exporting after split has seams where no displacement is.
analyzing the maps shows a lighter gray at the border…
[separate.jpg]

When you created the maps, did you use Displacement Exporter to export them, or did you use Multi Displacement 3? For 32-bit maps you must use MD3.

Also, instead of actually splitting the model in this case you might get better results from splitting the UV’s rather than splitting the model.

the uvs are split (I have like 6 quadrants)
I am using the MD3 for creation.

the thing is: the system cannot handle the polycount so I have to get the extra details on f.e. hands this way.

Is this kind of workflow genereally not advised?