ZBrushCentral

UV Wire showing up in Displacement.

I know I’ve seen this problem on these forums before but after some searching I couldn’t find it. so off the bat so for posting a duplicate problem but thanks for the help!

So the problem is that my UV layout is showing up in my displacement map. I’ve set the PA options at 8 in geometry, set adaptive on/off in the disp setting and still get the same result. I’m working in Z3.5 r3. The maps pretty clean but if need be I can post it as well.

The posted image shows the high res sculpt, SubD 1, and SubD 1 with the disp map applied.
[displacement.jpg](javascript:zb_insimg(‘189746’,‘displacement.jpg’,1,0))

Hey there,

did you import a base mesh, or did you create that entirely in ZB? Also where did you create the UVMap? I suspect that the mesh has been imported, so try to switch on Mrg under Tool/Import.

Hope that helps.

Thanks for the suggestion dsoellbuster but still no luck. The mesh was created outside of Zbrush. It’s being exported from Maya (UV mapping also done from inside Maya)

Have you tried doing a UVCheck under Tool/Texture Map/New from UVCheck?

It looks like the problem is the UVMap. Also you can try merging all your points in Maya.

The UV check came up clean. I’ve actually UV mapped the pants twice with the same results. Although I haven’t tried merging the points yet so I’ll give that a go. Its odd that its only showing up in the pants.

All the UV’s are merged. Its odd from looking at the map it seem like Zbrush is treating each polyface as a separate UV shell. On top of that if you would rotate them 90 degrees counter clockwise it would lineup. In maya though those edges are all connected to the same UV.

BTW this shows up in the texture maps also. I’ve noticed that if I just import the mesh, paint on it and generate the maps it looks fine. The problem seems to be happening when I import it as the lowest subD to replace the current uv layout.

I’m having a very similar problem with normal maps in a ZBrush to Max workflow. I started a separate thread about it and I’m hard at work trying to solve the problem. As soon as I figure something out I’ll let you know. If you have solved your problem at this point, could you post your solution?

You can read about what I’ve figured out on this thread:
http://www.zbrushcentral.com/showthread.php?t=85704

Thanks for the post, I haven’t really found a solution… At least not a fast one. Funny thing when I import the mesh with the new UV it still does this. If I delete the UV’s then import the new mesh it still does this. But if I bring in the new mesh as a separate mesh if works fine on the new mesh. The trick is I then have to spend time on transferring my polypainting / detail work to the mesh everything is working on. Not a huge problem but this method has worked and continues to work on other meshes. I’m not sure where the hang-up is with this one. I’ve also had situations where my normals are reversed and don’t render in Zbrush. I know I can have it render the back-faces but I’ve tried correcting the normals on the mesh and then bringing them in and it would still render the object as if the normals were facing inwards. I don’t know if its just me but there seem to be some odd things going on.

I’ve generated a normal map and it looks identical to yours btw . . .