I'm running into some issues where I have cubes, or even a sphere with a single uv shell (from zbrush) and if I do any displacement it will tear and split apart at the seams. I have no idea how to avoid this problem on a complex mesh where I need displacement in several spots.
Aside from displacing within a uv shell only and not letting it touch the seam edges I'm not sure how else to go about this. I do know about smoothing seam angles beyond 90 degrees but I'm not sure what the best practices are.
Most of my displacement I viewed in Painter but I intent on rendering it with vray next in maya so I'm not sure if there is some trick or feature in vray next that can displace without splitting at any seam edge.
Replies
- One is by setting 'export' tab under 'Tools' menu accordingly to the value that u had to rescale the model in Maya. https://www.youtube.com/watch?v=MlKURPhoz84
- Two is by using 'scale master' ZPlugin by reaching out the most approximate dimensions of the model and fine tuning them: https://www.youtube.com/watch?v=X-JqryNf9xg
Good luck!
Just checking but, you're subdividing the mesh right? When exporting to SP you need to be sure the mesh has enough subdivs to handle the displacement.
In Unreal there is a thing call "Crack free displacement" that solves this problem.
but I don't see any other software could do this yet.