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Texture to Displacement Texture Distortion

Hello ZBrushers,

I am getting distortion, stretching, and warping when importing a tiled map for displacement into ZB.

I followed the free video on The Gnomon Workshop “Texture to Displacement” by Mark Dedecker. Great video tutorial!

When I imported my clean tileable texture (4096x4096) in to ZB and clicked “Apply DispMap” I get the following result (fig 1). Notice how the displaced texture is warped, stretched, and gets knotted up in some areas.

Below is a render from 3dsmax (fig 2) with the same clean tileable texture (4096x4096) applied to the same model exported from ZB. Notice there is no warping or stretching.

Here’s the wireframe view (fig 3) of the same model at its lowest sub-d in ZB.

And here’s one more render from 3dsmax with a uv texture grid applied.

How do I import the displacement map without ZB distorting it when it’s displaced? Please help!!!
FYI, I am using zb4r2 and 3dsmax 2011.

  • Chris

Attachments

zb-post-01.jpg

zb-post-02.jpg

zb-post-03.jpg

zb-post-04.jpg

This may shed more light on my issue. I still do not understand what I am doing wrong here.

Here’s a screenshot of my model at low res with the texture applied.

zb_update_post_01.jpg

Now here’s the same model divided to its highest res.

zb_update_post_02.jpg

Now if I select the Suv button and click ReUV then it looks like this - which is almost perfect but not quite.

zb_update_post_03.jpg

Does anyone have any idea what I am doing wrong here?

I modeled this in 3dsmax, imported to ZB for final sculpting, exported to headus for uv, imported back into ZB on top of previous model to import the uvs.

Thanks to anyone who can give me an answer on this.

-Chris