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Zbrush to 3dmax Normal Map Render Error

after another long research i finally found this: “VRayBmpFilter texture map is useful for displacement maps, created in external programs where exact placement of the map is very important.”

good news xanatos! try this: load vraybmpfilter into material slot in max, then place displacement map made in ZB in bitmap slot. drag vraybmpfilter into textmap slot in vraydisplacementmod modifier. set resolution according to size of your displacement map. turn off filter textmap. play with amount and shift. that’s it. the simpliest solutions are the hardest to figure out.

it’s still not perfect (green arrows) but it’s A LOT better than before.
good luck :slight_smile:

Alright, thats something =) Thanks a lot for the research! Would use that by the moment in the time I find the perfect solution.
Actually I use Mental Ray, but got Vray too :stuck_out_tongue_winking_eye:

Hi All,
This problem of broken UVs has been around for a while. I stumbled on a solution that is a little tedious, but works. What you do is export the lowest sub-div model out of zbrush and import it into Max or Maya. Then in the UV Editor, weld the vertices together. Re-export the model and over-write the lowest sub-div in Zbrush. Yes, it sounds strange…but it works. I also agree that Goz is a viable solution. It would be helpful if an experienced user with GoZ wrote up the button steps for that instead of trading all these useless insults.
Best,
-kburgess

Thank you very much man! would giv that a shot!