View Full Version : Wierd Topology in MR render

12 December 2006, 10:50 PM
I have been teaching myself maya and zbrush for about a year now. I made a lowpoly model in maya, then imported the OBJ into zbrush and worked on it some more. Then I used the dispmap exporter to send the map as an 8 bit disp map. (For some reason, the 16 bit will not work in Maya.)
I turned off feature displacement.
Set the alpha offset to -.5 of the alpha gain.
subd settings in the approximation editor are aet at min 3 and a max of 6
The image is a high res render in mental ray.

It makes the model look like a topo map which is ironic because I am lost.

Any thoughts?


12 December 2006, 12:14 AM
this is because you use 8bit instead of 16 or 32.
Resave the 16bit grayscale image as a 16bit RGB image in Photoshop and you should be able to open it in Maya.

12 December 2006, 12:59 AM
Thanks for your help!
That did the trick

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12 December 2006, 12:59 AM
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