ZBrushCentral

Tutorial:ZBrush displacement maps in 3dsmax, metal ray

I started out that way but it lead to too much distortion in the displacement map. Do u think the reason for the seams is maybe I used the pinch tool a little too much? Every time I do a test with a sphere I can’t get it to show seams using AUV tiles, with GUV I can tho. So I know I am doing it right. Do you think maybe this model was deformed a little too extreme?

Maybe the mesh isn’t subdivided enough?

Yeah, that sounds like it could be the problem. If there is no actual break in the UVs I can’t think of what else it might be. So, you didn’t do an unwrap yourself, you’re just using one of ZBrush’s UV layouts?

I think the problem is the polys on the shell are to big to begin with, so they are given little texture space with AUVtiles and are not getting subdivided enough. when I did a test with some high res detail without such extreme sculpting it comes out ok. From now on I will make my meshes with more uniformly sized polys, I think that is where the problem starts.

That sounds like a good start, and good modeling practice anyway…

Good luck

Thanks for the help :+1:

This tutorial and technique is fantastic. Even though I’m new to Zbrush, I can see how useful this will be since I’m a pro with Max. I only have one question regarding this technique. Where do you get the displacement map from? I’ve gathered it’s from Zbrush, but am I right in thinking that the detail is added in Zbrush, a map created for max and a lower res version exported as an .obj file?

Any clarification would be great.

ImranA, you’re correct…

Ah, excellent. Any tips on how to export the detail from Zbrush as a displacement map?

There’s an entire guide devoted to that topic

http://pixologic.com/zbrush/class/zpipeline.html

Also, many threads on this forum are devoted to that topic, such as

http://www.zbrushcentral.com/zbc/showthread.php?t=33127&page=1&pp=15

hi guys! at last I find the thread I was looking for…
Ive got a big problem and you maxers can solve it, i know. Well,
here’s my image…
disp_problem_image.jpg
let me explain you guys a little bit.
Ive model a lowpoly head in max, and then Ive exported as OBJ to add detail in Zbrush and generate a dispmap. Well, in addition I use Unwrap in max (pelt mapping) to create my own UVW layout (cause I paint the diffuse channel in photoshop, not in ZBrush). When I exported the mesh, I loaded this in ZBrush and did my job there. After that, I exported the displacement map, following the instructions of this thread and I did a test with mental ray.
Ok, the problem is that the details look really blocky and a like if they match the lowpoly version… you can see it in the image if you dont understand what Im saying. Take a look at the difference between the look in ZBrush and in MAX… i dont know whats going on… is the base mesh modeled in max too simple and doesnt work fine with the displacement? what to do you think about this issue guys??? how can I solve this?

hmm did you turn on the uv smoothing?

yeah man.
UV Smoothing = ON
DPSubPix = 3
DPRes = 3072
No changes in Intensity, Mid and Mode

Dont know what’s wrong, of ir the base mesh is too simple.

fabrizzzio…

look at your image above again. you have details in the map where you don’t have UV coordinates (look in the right lower hand corner)…

try flipping the map horizontally (left to right)…that’s exactly what you need to do…

Your wireframe is flipped left to right.

Did you dump your displacement cage out of zbrush back into max?

You also need to turbosmooth your displacement cage mesh in max.

hi guys… well, the flip problem was a mistake I did when I created the image for this thread. Here’s the original UVLayoutdisp_problem_image2.jpg
I checked this out and there’s no problem with the flipping. And the blocky look is over there!

And shaune, i didn’t understand your question about dumping the cage…
and how do I turbosmooth the disp cage in max? just add a turbosmooth modifier over the stack? So the order is… lowpoly > UVWUnwrap and then > Turbosmooth?

yes

When you sculpt at higher levels, your level 1 cage will change to reflect this, so you either need to …

1.The best thing to do is export your level 1 mesh (the one you create the displacement for) back out of Zbrush as an obj, and bring it back into Max, put a Turbo Smooth on it, and your MentRay material with the displacement, done.

  1. Reimport you original max cage into Zbrush at level 1, before you make your displacement map, so that the displacement will work correctly on your unchanged mesh in Max.

This method works in cases where you dont want to change your original cage in max, (say if it is already rigged or something). Even if it is rigged, you can put a morpher on it, and transform the rigged mesh into the one you brought back from in Zbrush,and it will retain the weighting.

You could also store a Morph Target, of your cage at level 1 in Zbrush before subdividing it, and swap back to it before you create your displacement map. This is the same thing as reimporting your level one mesh, just a different way of doing it.

In either case you need to put a Mesh Smooth, or Turbo Smooth modifier on the mesh in Max, normally smoothing 1 time is fine.

from what I can tell only Photoshop CS2 can open the 32 bit images…I’m still on CS1 with need to upgrade:( …& max throws up an error if I skip the photoshop part

what other programs can open 32 bit images?

also,what do you guys consider the fastest renderer for displacement in 3dsmax?
mental ray,final render,vray?

Cheers

Max can open it if it is in RGB. Make your maps 32-bit RGB, instead of 32-bit greyscale.

Vray is fast, but it’s not native. I use mental ray to save money and because it works just fine. The spheres I rendered earlier in this exact thread took only 40 seconds each. If I were to consider that too slow I would have to reevaluate my patience. It took just a little longer when I used multiple UV regions.

Here’s the Quick Code for the displacement plugin:

DE-LBEK-EAEAEA-R32

“Max can open it if it is in RGB. Make your maps 32-bit RGB, instead of 32-bit greyscale.”

how?..is there an option in the displacement exporter to define rgb or greyscale?

as soon as I open the image in photoshop it becomes 16 bit,so saving anything from photshop will be 16bit…or would it?

& yea,cheers for the code,I’ve been using that
DE-LBEK-EAEAEA-R32

i’ve not spent much time in Vray yet,I love the skin possibilities in mentalray but find the rendertime very slow once displacement is applied…finalrender on the otherhand is very fast…but I can never get good looking skin from final render the way I can with mentalray

Cheers
Stefan