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View Full Version : "edgy" displacement map outputs from zb3?


BenCole
06-21-2008, 03:26 AM
I have used zbrush 3 for a while now and have usually ended up with no problems when creating displacement maps. Today I decided to work on skin shaders in max so I got a free basemesh from zbcentral, made a quick sculpt in like 20 minutes, and was planning on throwing it back in max to work on the shaders and lighting.

However, when I tried to create the displacement map I always ended up with these "edgy" "polygonal" looking maps. I have never run into this problem before and have done this many times. All setting combinations I can think of for disp maps in ZB3 have been tried, I have no idea what it is.

Attached is pic of base mesh, subdivided mesh, and the output of the displacement map.

I have made fruitless searches here and with google to no avail, and have followed displacement tutorials which also dont help.

Totyo
06-21-2008, 06:12 AM
Same result with multi displacement Exporter 3 plugin and the default Displacement export in the tool palette ?

BenCole
06-21-2008, 04:30 PM
im using zb3.0, so i had to download MD2. It just gives an error and says it aborted the operation. The default exporter in ZB is still giving me nothing but this useless stuff.

mister3d
06-21-2008, 05:43 PM
Did you switch to the lowest geometry level when doing the displacement map??

BenCole
06-21-2008, 07:40 PM
sure did. I have done it exactly the way i did it before. Im thinking that the guy who gave it away as a base mesh had crappy UV's on it and i trusted them rather than making my own. im going to redo them and see if that solves the problem

BenCole
06-21-2008, 10:43 PM
so i went back to square one, did my own UVs for the model and re did my quick sculpt.. everything went completely smoothly like i remember, not a single problem. I guess i just shouldnt have trusted his UVs in the first place. I dont know if they were inverted or overlapping or what could have caused the weird behavior.

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06-21-2008, 10:43 PM
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