I didn’t create any displacement maps in the last few years. And now, that I modeled everythig and actually want to create my displacement map, it’s going wrong. Like always.
There are just a few tiny details on my sculpt, but when I return to the lowest subD level and generate the map, it’s not only a few tiny details that get baked, but the whole thing looks like a cavity map. Large areas with bright and dark parts, even nothing got touched in there.
Just for a test: Load an obj, subdivide it a few times, go back to level one and voila, you’ll end up with a displacement map which isn’t neutral gray, but a very modulated black and white image (again the ambient occlusion feeling). What for h… sake do I need to do that my displacement map shows only the stuff I actually modelled? If one would apply this map to a none subdivided mesh in the exzternal application and use displacement, it might look right, but usually your mesh get’s subdivided a few times anyway. So the details just get added on top of that.
So the big question, what do I need to do in order to get only the fine detail (looking more like a bump map would look like) and not the displacement map which looks totally wrong for a subdivided mesh?
Thanks for any help. I always run into this disaster…
Cheers
Thomas
P.S.: Why does zBrush calculate the displacements like this any way? Looks totally strange to me.