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Zbrush & 3dsMax - unsmooth map export problem

Hi fellow polypushers!

I've got a little hot-air balloon project going, and am currently working on this basic part of the 'cage':

cagebar_1_zps747cf3eb.jpg

Time to export some displacement maps! I start with one of the wrappy-roundy tapes. I update the subtool's low-res basemesh with new UVs - all is well and good.

But the generated displacement texture looks like this:

cagebar_dsp_zps9aaab552.jpg

The detail is (in a way) all there, but everything looks faceted..

The same issue cropped up on a little sandbag I made yesterday - then it worked perfectly before I was able to pin down exactly what had fixed it.

From what I googled so far, this seems to be a common issue with UVs coming into Zbrush from 3DsMax. I've tried the following suggested fixes: resetting object normals, flipping the UVs every which way, re-applying and collapsing Unwrap UV and Edit Poly modifiers... No luck!

I'd really appreciate anyone's input on this issue!
Cheers in advance.

(iv)

PS. I realise there are alternative ways to extract the maps, but I'd really like to understand specifically what the problem is here. Please do not suggest Xnormal or similar as a solution! Thanks! :)

Replies

  • cryrid
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    cryrid interpolator
    From what I googled so far, this seems to be a common issue with UVs coming into Zbrush from 3DsMax. I've tried the following suggested fixes: resetting object normals, flipping the UVs every which way, re-applying and collapsing Unwrap UV and Edit Poly modifiers... No luck!

    Have you tried using goZ to import the model, or perhaps the new fbx importer?
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