View Full Version : Displacement Problems

05-01-2012, 07:33 AM
Hi Guys.

I have 2 questions.

1-I sculpt an object but when i extract displacement map, the map is so much lighter than what i sculpted. Look at my example below. Even though i sculpted very deep holes, the map looks gray and no black spots at all.


2- I want my box's edges to look like this(the image below). I create a simple box in 3ds Max. Then i send it to Mudbox. And sculpt it like in the photo and i extract a displacement map. But when i render it it doesn't look any good. What is the solution to make edges like this? I need a real help about that or i will lose my mind.


Note: If you know any tutorials teaching the sculpting and extracting displacement maps and using it in 3ds Max, please share that with me(doesn't matter free or not)


05-01-2012, 08:13 AM
you could test the dispmap... if the displaced object looks like the original everything is fine...

import your level0 into a new mudbox scene...
subdivide it up to the same polycount as your highress was...
displace the object with your dispmap... maps --> sculpt using map

to get good looking displacement its best to have an even distributed quad mesh as base...

05-01-2012, 12:12 PM
Dear oglu. Thank you so much. This tutorial you gave me worked very well.

I have 1 more question though.

I do environment art works. I don't create games or stuff like this. I just create single frame works. Do you think that i need to work with normal maps or displacement maps? What's the difference and which one is the one that i need?

I need some serious help about that. I am so confused.

I will need some more tutorials about workflow between mudbox and 3ds max, extracting maps though.

Thanks so much.

05-01-2012, 03:24 PM

05-11-2012, 05:06 AM
Guys, i need help. Please...

05-11-2012, 07:58 AM
take a look at the tutorial i posted above... thats the trick...
your base mesh needs to be much more even and quad based...

05-11-2012, 08:03 AM
"your base mesh needs to be much more even and quad based..." this is what i need to hear sir. I get it now...

But still some little confusions. What you mean by "even" is that the polygon sizes should be similar. Is that right?

Thank you sir.

05-11-2012, 08:47 AM
right... all edges should have the same length...

05-13-2012, 07:02 AM
Master "oglu". You are a genius. What you told me totally worked for me. But i still have 1 more confusion :) .

For example i have a geometry which isn't "even in terms of polygons". And before i send it to Mudbox i make the geometry "even" . And i sculpt it in Mudbox. But after i extract the map from Mudbox, i can use that map on the first geometry which wasn't "even"(in 3ds Max). I mean to work on Mudbox i need an "even" geometry but i don't have to use the map i extracted on an "even" geometry in 3ds Max. Is that true?

05-13-2012, 07:41 AM
Use the even version cause displacement is working much better with even quad meshes. The trick is to model a even quad mesh but with low polycount. You have to find the balance between working for dispmap and easy to model.

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05-13-2012, 07:41 AM
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