After setting up a 4k Texture, Normal, and Displacement map. I restore my sculpt back to its original form before I created the Displacement and then using the export option at my sculpts lowest subD level, I export the file as a Maya .ma and I get this result after rendering with Mental Ray. What am I missing?
I’m having the same problem.
Do you have any ambient occlusion connected to the model?
When I connected a new material to my model the problem disappeared, but once I connected an AO-node it came back again. I checked the normals but couldnt find anything wrong with them.
When I tried generating a new displacement map and then ambient occlusion in ZBrush, I get holes in my mesh when I have both AO-texture and displacement on.
ZBrush reports the mesh integrity is fine…
edit: Tried polypainting black blotches on my model in ZBrush, then making it a texture. With displacement on it shows holes where the blotches were.
I also reopened my scene in Maya to experiment with it, and now I get the error with a cavity map connected to the diffuse and specular of my blinn material.
I once had an issue with SSS shaders and displacements, the trouble was that though it was displaced the texture would’nt show up.
I never figured out why it did that (maybe a mayatomr issue).
The workaround i found was to create a new material and re-connect everything from the default material that zbrush exports to my new one.