PDA

View Full Version : Displacement map (from Zbrush) problem


Aguilillamondra
07-04-2009, 10:07 AM
Hi everybody!

here´s my problem:

I´ve modelled a boot in XSI, exported to zbrush, detailed it, export the displacement map (with the multi displacement 3 plugin), and back to XSI, but when I import it, some weird things happens, here some visual examples:

http://img12.imageshack.us/img12/5700/90266707.th.jpg (http://img12.imageshack.us/i/90266707.jpg/)http://img111.imageshack.us/img111/765/48790555.th.jpg (http://img111.imageshack.us/i/48790555.jpg/)http://img35.imageshack.us/img35/6567/16836863.th.jpg (http://img35.imageshack.us/i/16836863.jpg/)
http://img129.imageshack.us/img129/5557/60864385.th.jpg (http://img129.imageshack.us/i/60864385.jpg/)


So, the general look is not bad, but it has those unwanted wrinkles in the edge (you can see it the last picture).

Hope somebody can help me

Here´s the .obj & .tiff in case someone wanna try.

FILES (http://www.megaupload.com/?d=XB37XIWI)

Thanks so much guys!

Jettatore
07-04-2009, 04:11 PM
I've seen that before. Basically, that is likely what it looks like in ZBrush if you zoom in real close, just harder to notice in ZBrush. You've just got an illusion of smoothness in ZBrush while actually you have a lot of chunky geometry overlapping. I suppose it just needs to be smoothed out and your maps re-exported, or, you could take your displacement maps into Photoshop and just smooth out your Disp maps with a brush depending on how your UV's are layed out.

Dark-Dragon
07-04-2009, 05:57 PM
Hey,Aguilillamondra.I had a go with the files you uplaoded in XSI and i too got the same result you were having. I adjusted the start and end ranges for max displacement and got a slightly better result but not an exact displacement. But by having a 32bit displacement, the alpha despth factor is built in so there shouldn't be a need for start and end range guesing. Jettatore is probably right in his suggestion. You should check that UVs are not overlapping in zbrush which i dont think they are also you could try retopologising your model. For exporting displacement maps, I tend to use the quick code DE-LBEK-EAEAEA-R32 (the same for Maya) which im sure your using anyways. Oh and when you import it into XSI, make sure you check the view dependent refinement box.

IZZE
07-06-2009, 01:52 AM
I took your OBJ into Zbrush and did a quick sculpt, exported displacement using DE-LCEC-EAEAEA-nRatioXSI Quick code. Imported OBJ into XSI with Displacement Options. View Dependent checked. All else default. Make sure to not use smooth uv's in XSI. Everything looks fine. So you can be sure it is not your uv layout. Can you upload your ztool?

http://www.christopher-mccabe.com/forums/boot.jpg

Aguilillamondra
07-06-2009, 07:36 AM
Hi!

thanks everybody for your comments! I think I´ve solved the problem. Although all your advices are great for me to improve the cuality of the exported model, the main problem were the borders of the textures (they were like black/white serrated, I don´t know if you know what I mean). I fixed that, with some photoshop tools like: Blur tool, Smudge tool, Dodge tool & Sponge tool.

Here´s the pic in XSI:

http://img386.imageshack.us/img386/2484/96064030.th.jpg (http://img386.imageshack.us/i/96064030.jpg/)

anyway, I want to improve more my model, so I´ll be doing what you told me to do.

thanks again.

cheers.

CGTalk Moderation
07-06-2009, 07:36 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.