ZBrushCentral

Do UV's need more space for details?

Displacement & Bump map’s, does it matter if my UV’s are small on lets say a 2k map?

I have a full figured character and his face hasn’t been given to much UV space and now its to late as i have already sculpted and created a Displacement map for him. I am using a Displacement Map for his Bump so it is appearing a bit pixelated.

Specs:
Maya 2008
Zbrush
Photoshop

Em…what’s the same question i wanna ask~

yes. UV’s need more space to have more detail. A single 2k image have around 4million pixels in it. It order to have the exact displacement and or bump you need to have a model with at 4million vertexes and be using 100% of the UV space.

You can always create new UV’s and import them into your mesh to get more space.

But would’nt that change the way my displacement map is? I would have to create a new Displacement map

Displacement maps, normal maps, and texture created from polypaint all share one basic principle: They take data from the model’s points and convert it to a texture’s pixels.

If your model has more points than the texture has pixels, you will lose detail. If your model has fewer points than the texture has pixels, ZBrush will interpolate to fill in the extra space. This may or may not give good results.

For best results, all your textures should be the same size, and that size should be determined by the number of points in your model. A 1K texture is equal to about a million points. A 2K texture is equal to about 3-4 million points. A 4K texture is about equal to 10-12 million points.

The exact amount depends on the UV mapping – almost all mapping involves some wasted space, and some mapping has a lot of waste. So you don’t need to be exact. Simply choose the size that comes closest to matching your polygon count and then use that size for all your maps.

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