ZBrushCentral

white marks/wash in Displacement

hello… i have been having trouble with making a displacement in ZBrush 3.1 and 3.5
I made a cube in 3ds max
[cube model in max.jpg]map-issue.jpg

White marks on the seams… why did this happen i didn’t even sculpt some of those edges… they should be gray not white… I also tried welding edges of the uvs sides together that didn’t even work…it seems the edge is too sharp?

Attachments

uvs.jpg

displacement.jpg

before morph_2.jpg

after morph.jpg

map issue.jpg

map issue.jpg

before morph_2.jpg

before-morph_2.jpg

Not sure what 3d app you are using, but I know if this was being done in LW, those white bits would be needed to displace the edges ‘up’ to make the corners sharp, as when you subpatch it, the box would normally become rounded. I think anyway.

Thanks for the reply Gordon Robb…

I do want the edges to be sharp… but they are sharp all ready… because I am not smoothing the shape… I am subdividing it with no smoothing… just adding ton of new polygons…

when I try to apply the displacement map in 3ds max it warps and damages the edges… or maybe my settings are wrong…it this really how the map needs to look in order to get sharp edges?..

I kinda have the same problem right now…But i want it to be a little bit of roundness on the edges of the box to just enough to catch a light when it rendered out. The white edges on the displacement map is not giving any good for now…

@Gordon Robb
I’m posting my image result from Lightwave on my thread here and it looks wrong with those white edges on my displacement map. It looks as of the box is made with bone frame lol…

_Revel

I am having problems with this as well. No matter how many times I re uv my object I always get problems in the displacement map. This is from someone who has had numerous successes with disp map export. Suddenly I can’t export it correctly at all since I upgraded from ZB 3.1. ____edit-- yeah its in zb 3.1 as well. ;-/ Maybe time to go back to ZB 3.0

I am creating fish and the seams are usually right down the middle where I am not putting any brush strokes at all. Yet when I export the displacement map there is alot of new white area around the seams which cause the displacement map to explode at the seams. Usually if I don’t place a brush stroke in an area it stays the neutral 50% grey. Now I am getting all sorts of different results where there is white added to the disp map where I don’t touch it at all. I am about to test the same object in Zbrush 3.1 since I don’t think it used to work this way on export.

I found the answer…

1.go to your lowest level… (revert back to you original base using morph target if you need)
2. hold shift and press crease in the geometry tab…this will crease all of your edges…
3.then generate you displacement…this will eliminate any white marks… that are not supposed to be there.

I know it seems a bit strange way to fix it… but hey it works…in 3.1 and 3.5…