ZBrushCentral

Uv seams on clean uv map-Also export redundency question

So I posted something yesterday(unresolved), I am now inquiring with a general workflow question.

I am experiencing visible displacement seams along a lateral seam in a hand model. The uv’s are definitely clean, and are pretty much an unfolded top and bottom that meet along the outer surface of the pinky finger.(sorry I can post images-work related project) The seams aren’t gaps, but rather obvious transitions along the seam.
I have tried nearly every possible combination of export settings to resolve this issue to no avail.
So I guess what I would like to know is if there are any set guidelines to export maps for each external application? I have seen the pipeline guides and to be honest they seem a bit dated with all of the changes to ZB.
I am also curious as to which export method to use, there is the displacement exporter that has been here for a while, but also there is multimap exporter. I understand that the multimap has more features/map types etc, but am confused as to which is the preferred method, and why 1 gives the option for exr and the other does not.
I would also like to know if there are any plans to address common user unwrapping and seam issues possibly through some classroom videos. I think in production it would be helpful to have a DEFINITIVE reference for achieving consistent results. Of course I can see how there is a lot of room for user error, but think some guidlines would go a long way in narrowing down the cause of any issues that arise. I realize this may take some resources, I think possibly having experienced users in various combinations of external softwares submit proven workflows for approval by pixo could be a good way to collect up some info and maybe endorse a certain workflow for each application/circumstance. I apologize for the long post, but I strongly feel that this type of issue is something that needs to be addressed. I love this software, but when it comes time to export a map in a production environment there is no reason it should take a ton of trial and error to get a desired result.

thanks for ANY response

I am using softimage/arnold for this project.

todd

The reason you don’t find anything from Zbrush covering output settings for displacement maps or normal maps is that every version of vRay, MRay, Renderman, etc need different settings. On top of that, each one of those have different settings depending on the Software they are being used in.

You’re better off using a Softimage resource than a Zbrush one.

Are you using displacement maps, or vector displacement?
Extremely lowpoly cages or medium?

Also, without images it will be difficult to address the problem you’re having. You’re getting seams, okay, I get that. Are they on smoothed surfaces, major edges…over 90° or under? Only displacement errors on UV seams? All seams or just the hand you mentioned?

Basically, without being able to see the error, you have to explain it in major detail.
Have you tried baking your meshes in another application?

I agree that a nice breakdown of all different engines would be great.

I appreciate that images would help, but this is a work related project so that option isn’t on the table. We did some adjustments to maps in Nuke and minimized the issue.
My point regarding different renderers was that the pipeline guide is outdated, an update might be in order.
Admittadely I found it frustrating that I could sculpt something amazing with ease, but porting to an outside app was way more complicated than it needed to be. just my opinion.

I get what you’re saying.

Have you tried baking your displacement maps inside of Softimage instead of relying on Z’s maps?
Sidenote, at the office, we do not use any map generated out of Z, they just aren’t reliable. Normals are broken 9x out of 10. Same with displacement, etc. We will almost always bake in either xNormal our the native app that animation and/or rendering will be done in.