ZBrushCentral

Unwanted seams while using displacement map.

I’m getting almost the same problem except in lightwave and was just going to post to see if anyone knew why it was happening. Check the screenshot below it’s the render in lightwave, i have the problem areas circled.

I just wanted to bump this one up cause it’s happening to me too. It’s funny because I see tons of renders with Vray in Max and none of them have seams. Yet, when I try, it’s really bad. My uneducated guess is that I’m (we’re) doing something wrong at the UV creation stage in ZBrush. I don’t think it has anything to do with VRay because others have shown the same results with other renders (BTW: With LW, the new Normal Displace plugin seems to help).

So, if anyone is able to render ZBrush displacements in VRay, please let us know your ZBush UV settings.

Thanks!

Hi.
I have a similar problem.

I have done the UVs in Maya.
Export the model from Maya into Zbrush.
Then generated the displacement map with Adaptive on, SmooothUV on, and DPResolution set to 2048.
In Maya, I applied the map to the bump channel.
Mental ray for Maya to renderd the model.

I can see many seams especially around the forehead.
Also the surface in Maya is not clean compared to in Zbrush.
How can I fix this?

UV

Zbrush

Mental ray for Maya

your uv is all seperated mill that will definitely cause problems, it’s best to get as close to huge continous sheets as possible, like you are unwrapping the pelt of something

hmm so just a question, are tiles generally incompatible with triangles because I noticed my quad model that looks fine ahead of time once put into a game engine (which automatically triangulates) the seams of the tiling become visible at certain angles - also I notice this is probably because the tiled texture has a definite space between every tile, is there a way to eliminate this maybe?

edit: aha i see the fix seam option perhaps it can help

Thank you for your reply.

AUV mapping solved the problem.

But I want to make UVs in Maya.
Because I don’t want to assign too much pixels to the top of the
head or the back of the neck.

Is there a way to import UV mapped objects from Maya?

About game.
I think that’s because a texture used in game is low resolution.
The pixels around the UV borders become relatively big.
How about increase the Fix Seam Border slider?

that’s possible, I tried some tests with fix seam and whatnot and I still have trouble though, I think tile methods will lose their integrity on triangulated game models so I’m not going to bother anymore, just use my own uvs

“Is there a way to import UV mapped objects from Maya?”

yes, save it as an obj, import it in zbrush and then click tool> poly groups> uv groups and it will use your uv’s

Thanks.
But if I make uvs in Maya, Zbrush gives me seams.
Even though there is enough space between uv borders.

select your mesh in maya.

attributes->add attributes->vray->displacement control