Hi there. If this topic has been covered please feel free to point me towards it as I have googled and searched this forum and cannot find a solution for the life of me. So here is my problem. I have an object with UV maps that look like this:
I create subdivision levels in zBrush and sculpt away, and when I export my displacement map the texture is showing up white in places I have NOT sculpted outwards, the only thing I did to this model was subtract!
And why are all of the light and dark values showing up where I didn't even touch the model?! This is, of course, creating huge problems when I go to render in Maya and I just plainly cannot figure it out and don't have time to paint over every edge of every object's displacement map in this scene.
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but that didn't fix my problem, it just looks like this now:
I am desperate here. There is no one in my town that knows this. Please help, my project/job is depending on it. I can't hand paint all of these displacement maps for this project.