Breaking straight edges


#1

Hey guys,
these days im struggling with a big problem. And i dont know h[size=2]ow to f[size=2]ix it.[/size]
I want to get rid of the straight edges on my mesh. [size=2]I tried[size=2] [size=2]rea[size=2]lly every option[size=2] and [size=2]searched for a [size=2]solution[size=2] on the internet.
[size=2]So what [size=2]I [size=2]have tried so far:
[size=2]Exported base m[size=2]esh with [size=2]edge lo[size=2]ops/creased edges from maya to zbru[size=2]sh [size=2]to preserve sharpness[size=2].
[size=2]Then [size=2]I sculpted a little bit detail to the edges[size=2] and exported a displacement (even vektor displacement map). All what i got were artefacts and [size=2]disconnected faces…
[size=2]S[size=2]o my question…is it[size=2] even possible to a[size=2]chieve this on [size=2]such sharp edge[size=2]s?

[size=2]H[size=2]ere is is a pictu[size=2]re of what [size=2]I want to [size=2]achieve.[/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size]

Thanks so far.


#2

It’s possible, but the limitation with displacement maps is that they require vertices to nudge…as many as there are details in the map, really. Hard edges definitely are difficult to work with. Normal maps might get a better result, (not sure) but I don’t think they handle edges very well either.

With the above in mind, have you considered skipping the displacement map and exporting your final Zbrush model to use instead of the original object, assuming it has the shape you want?


#3

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