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Workflow for displacement maps on Maya modeled meshes / Arnold Render

Hello everyone :wave:
First post here, I really need some help with my workflow!

I actually modeled a hard-edges prop in Maya, and unfolded its UVs. I would like to make a detailed version of it, that I could render in Maya with a displacement Map.

I sculpted the details in Zbrush, but the problem is that, I noticed, subdividing my mesh also get to modify the topology of my base low-poly. I mean, my sharp bevels get more spacing between them.
So, when I re-import my new low-poly in Maya, its angles become smooth, even with the displace applied.
But if I try to render my displacement map on the first low-poly from Maya, my displacement isn’t accurate.

I read things about crease. But it takes really, really much time to crease every one of my bevels, so I am not sure this is the perfect workflow to adopt. Am I wrong?
Could someone explain whether there is nice and easy workflow for what I am trying to achieve?

The other BIG issue I have is that my displacement maps always look smooth and ugly, whatever I do. I watched lots of tutorials to get the parameters right, I tried everything with more and more resolution, it’s always the same!
PS: my Maya scene is in real-life scale, with 1 unit = 1 cm.

A few screenshots (of a little part of my modeling) so you see clearly what I mean:
screen1
screen 2
screen 3
Zbrush_Parameters

Thank you all! :upside_down_face:

Hi @Lucie

See if the following is useful to you. Step by step for Maya and Arnold at the bottom of that page.

Accurate Displacement Workflow

HTH

Hi @zber2 , and thank you for your reply!
Well, I had already read and followed this great tutorial.
Nevermind, I think I had a problem with the merged subtool, because I just re-generated only a part of it and it looks, not perfect, but better now.
I still have that problem of spaced out bevels, though!

@Lucie

See Spyndel’s post here.

Thanks, I had not seen this post!

So, just to summarize, the solutions can be:

  • crease everything (can take a long time)
  • subdivide without smoothing (will be faceted)
  • use Morph Target to restore the original mesh after the subdivide
  • find a macro-script that basically does the job of morph target instantly