I´ve been trying to get the Zbrush to maya workflow done correctly for quite some time now. I had several serious drawbacks, regarding the buggy SUV button, horrible render times when trying to get the fine detail done with a subd -approximation node. you name it, i had it
but I´m not giving up… yet!
so yesterday evening I started another test and started with a sphere, created and UV layout in maya, imported to Zbrush. I painted some detail which I wanted to try to solve with displacement maps and for the first time with normal maps as well.
I exported the sphere obj and a 32 displacement map using Multi Displacement 3
converted the .tif to .map
plugged it into the shader and hit render.
and tadaa! here it is.
I did not use a subdivision approximation, did not smooth the Sphere with a maya smooth node, used no bump map. And this is what i got:

now what the F$%& is going on here? I know I should be happy about this result. But how is this possible? Do I miss sthg important? Am I stupid? (well, most likely I guess)
any ideas anyone?