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Faceted Displacement Maps

Hello, I`m trying to export a displacement map from a retopologized model from Zbrush and I ran into this problem:

If I turn off Smooth UV, the map's edges (even the ones not on the Uv's seams) become faceted, as if it was very low poly (I'm projecting from a ~300k mesh that is clearly smooth).
With Smooth UV turned on, the edges become smooth again, but it messes the seams and screw everything up :P

obs: the red circled part (eye) is not a seam limit, yet it is very edged with the Smooth UV off!
Any ideas?
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