I have an issue with using displacement maps for creating high polycount meshes for export to an external renderer. (Maya/Arnold)
The problem is that I'm having to create so many iteration levels to try to eliminate what looks like low-res jaggies on the edge of my resulting models/renders, that the baked object meshes are getting MASSIVE.
If it's the source image for displacement map that's the issue, can someone tell me the optimum filetype of method for creating them? I use Adobe Illustrator and Photoshop mainly for creating png files but have tried .tiff files also, generally white on black images...should I be using alpha channels instead? I'm just trying to get straight lines, the source image is straight but on applying it to the mesh the 'wall' tend to develop wavy lines or ridges...I must be doing something wrong surely?
I'm putting embosses on objects, I even learnt ZBrush but then had all sort of problems exporting models to renderer so gave up on that for the moment.
Help me Obiwan, you're my only hope!!