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View Full Version : 'stepped' zbrush bump map in maya


crexnfx
03-31-2006, 09:09 AM
hi all,

have a problem here, i made a bump map in zbrush and applied it to a model in maya.
when i render in maya, the bumps (warts) are pretty pixelated, but even worse
the rest of the model which has no bump, is not smooth...instead it's all 'stepped'
here's a pic

this is what i did:
-made a model in maya, and smoothed once (so it should all be quads)
-applied automatic mapping
-exported model as obj from maya
-imported model into zbrush
-divided geometry 4 times
-hit projection master, and started painting bumps and wrinkles

-after painting bumps, i lowered the geometry divisions back to 1
-under the 'displacement' section, i did not click 'Mode' and slid DPRes to 4096
-then clicked 'create dispmap'
-under 'alpha' tab i flipped the image in V, then exported as a tif file

-opened the tif file in photoshop and converted to RGB
-in maya applied the image as bump map, and rendered...
-i played around with the render settings, but no difference, the 'steps' are still there
-i adjusted the bump levels also, but that only makes the warts less noticable
but the 'steps' are still there.

anyone have any ideas?
hope you guys can help

tciny
03-31-2006, 09:15 AM
try saving 16bit TIFFs

crexnfx
03-31-2006, 09:41 AM
thanks for the quick response tciny,

yeah the tif is 16 bit, but still the 'steps'.

i tried looking around in zbrush to see if there were any other export options, but didin't
find any.

however i did do a test with better results.

i made a torus with just the default uvs and exported as obj.
did the whole thing in zbrush and photoshop, then brought the bump map into maya for render.

when i do a close up render, you still see the steps, but they're not as noticable.

am i missing a step, or doing something wrong?

crexnfx
04-02-2006, 04:14 PM
anyone else have any ideas?

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