ZBrushCentral

Baking Displacement from 1st Sub Level

Hi. Im trying to bake Displacement. Main issue is that after Dividing my Lowpoly mesh is changing and a bit different from what i started (Dividing is pretty differentfrom “Turbosmooth” in 3ds max).
I tried “Cage” button at 1st SubD level and this brought back my initial lowpoly form BUT! this changing my HI-Poly. So now after “Cage” Onn. when i switched to last SubD level, my HiPoly looks weird.
How can i solve this problem?

For Example. This is normal Hi poly.
image

This is 1st Subd Level.
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This is initial geometry with Cage on.
image

This is happens after Cage at last SubD level. Edges are changing a lot.
image

Hello Ustos

The act of subdividing a mesh alters the form slightly at all levels of subdivision. This isn’t an issue if you’re working entirely in Zbrush and will apply your maps to the base geometry exported directly from Zbrush.

If, however, you mesh must match the geometry/UV in another file someplace exactly, then it is necessary to store a Morph Target, switch to it immediately prior to generating the maps, and import the original geometry over top of it to restore it. Generate the maps without changing subdivision levels, which will alter the mesh again.

The process for doing this is described in the Switch MT section of the Multi Map Exporter documentation, and here.

Failure to do this may result in display issues in your target app where the meshes vary.

Subdivision methods can differ between programs.

Hey Spyndel.
I did all as in guide. So now im baking with this correct model (from 3d max) at 1st SubD:
image

If i SwitchMT, there will be my previous, deformed (in Zbrush after Divide) lowpoly.
image

I turned on SwitchMT in plugin, BUT as i understand, now, Displacement will be baked from
deformed lowpoly? So imported model from 3d max will make no effect. it will not be used ???
Also after this manipulation, now my Displacement is clear grey. Nothing baked.

Thank you and yes. for 10years of using Zbrush i know this.
BUT in this case, my lowpoly geometry is changing too much…
So i need to rebake from non-deformed lowpoly.
And i dont understand how it works…\