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[Zbrush] - Stretched polygons bad for displacement maps?

obloquy
polycounter lvl 6
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obloquy polycounter lvl 6
Hey, I wanted to use displacements from xyz to texture my model.  My model has uvs (polygroups in pic).  After the uvs were created, I posed the character... nothing extreme, however the head was turned and now there is some stretching of polygons on the lower neck (pic). 

I'm wondering will this have a bad effect... and when applying the displacements, will it look stretched? I've subdivided it to about 28mil polys so would it matter?.  I've heard its better to have evenly distributed polys so I'm not sure.  Any advice?






Replies

  • goekbenjamin
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    goekbenjamin polycounter lvl 6
    i am also not quite sure if quality will suffer but
    why not just try it with
    - stretched polys
    and
    - zremesh/reproject details

    i am too courious what is better, i cant try it myselfe because i am not at my computer right now
  • obloquy
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    obloquy polycounter lvl 6
    Hey! Yeah I wasnt sure to be honest.... I was trying to avoid any remeshing/projecting to be honest haha... I'll apply the maps and see how it looks
  • Noren
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    Noren polycounter lvl 20
    It can lead to problems if the stretching is extreme, but since it's still pretty regular and smaller than the overall resolution of your mesh I don't think it will cause much of a headache. Also I don't see a practical alternative unless you want to retopo for this one single pose which makes it less usable for anything else. And (any realistic) texture itself would and should of course be stretched ans squashed with the geometry/UVs, anything else would look strange.
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