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ZB 3.5 to Maya Displacement problem

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?

[![No_Disp.jpg|640x480](upload://bImpZgCfsiS9ZvQrJnPKfTBMxQT.jpeg)] After tweaking the settings in the mental ray Approximation editor and adjusting the Initial Sample Rate and Extra Sample Rate in Attribute Editor - Displacement Maps. The protrusion that you see in the armpits and neck get larger and don't seem to displace the color map or normals. After searching for tutorials and others having similar problems, I still cannot find a solution. I am new at rendering Displacement from Zbrush 3.5r3 to Maya so a step-by-step guide would be helpful. Any help would be much appreciated. Thank you in advance.

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.