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zbrush3.0_displacement map

Hi all,

I created my character using maya 8.5 and sculpted the facial detail using ZB3.0. Exported out the displacement and map to maya’s displacement node. So far so good. But one thing i notice is dat , due to the gray color for the DP map, my model appears slightly " bloated".

I have adjusted the alpha gain /offset accordingly ---->

alpha offset = -1/2 alpha gain
I have the displacement uncheck ( attribute editor)

For part that has sharp point, it appears fat n rounded due to the gray I suspect. Tried various of tones, but some how I cant get the places which I do not need DP to be even. The map add DP effect on areas which I did not sculpt ( in ZB)

Can anyone know how to avoid this? Meaning for places where I did not sculpt, it has no DP effect. I attach 2 pics , hopefully these help get the message across.

Thanks.

1.jpg

Attachments

mayaZb.jpg

Greatly appreciated if someone can pass some pointers/ideas on this …Thanks!

Did you remember to restore your base mesh prior to calculating the displacement map? If not, that would explain the bloat.

Hi aurick,

"Did you remember to restore your base mesh prior to calculating the displacement map? "
By this D you mean going back to the lowest subd n calculate DP map? Yes, and this is what I did:

-go down to lowest subd>create new texture(adjust the width/height) > tool/displacement(DPRes, Adaptive= checked)create displacement > go to Alpha >flip V > export

Anything I miss…?

Thanks so much n appreciate any pointers!