Hey, so I'm just doing my first test with displacements extracted from zbrush using the Flippednormals quick tutorial (
https://www.youtube.com/watch?v=-ThBTEc8L_M), everything seems to have worked sort of, however I'm getting some weird artifacts as shown in the pic and it looks as if the lowest sub division extracted from is showing though in places so you can see visible polygon faces (see pic). Also looking at the side by side the arnold render looks a bit soft and 'bloated'...
Can anyone point me in the direction if this has happened before?
Replies
Not saying this is your issue, but it's something to know.
Musahidan - The tutorial suggested a mid value of .5 from zbrush balanced with a -.5 in the scalar zero value. Not sure if thats the issue and I should be just extracting it at 0 mid value and then leaving the scalar zero at 0 too...
Yes, you can do it in the shader but why would you when you can bake the map at mid 0? Mid 0 is expected for a 32bit exr.
The problem could also be the low res of the map as you are only using a single tile. Try baking at 4k instead.
I set the scale to 1 in the map, and the model scale is human size (if thats what you meant?) Will try extracting at 4k and post results
Did a comparison of 0 midvalue to 0.5 and there was defiantly inflation...
1. a lot of geo int he base model, the topo should follow the shape
2. highres textures, if one 4k isnt enough go with UDIMs
3. never cut your UVS to pole verticies, never cut the uvs to V shaped islands