Okay, I’m still obviously missing something…
In every ZBrush tutorial I can find, it teaches that when done sculpting, one way of transferring your work back to a 3D package (like Maya or Lightwave) is by lowering back down to level 1, creating a displacement map, and exporting the obj. Most tutorials actually say this is a preferred way to work, because the slightly modified level 1 obj is better suited to replicate the high resolution details of your sculpt.
BUT, when I try to do this, my displacement map is all screwed up, which leads to a bloaty model back in my 3D package.
So, how come all of the tutorials claim this is possible (including the “ZBrush to Maya Displacement Guide” found on the ZBrush Wiki)? What am I missing?
Please help!







