I'm trying to generate some height maps in substance designer and then exporting them for adding tileable height to sculpts in Zbrush. Sometimes using noisemaker, sometimes just using as alpha for a drag rectangle or something.
Right now I'm exporting the height map directly from substance. Anyway, I can't work out how to do it properly. My alpha is showing very distorted and blocky when applying the alpha. I've tried exporting as .png, .tiff, opening and saving in photoshop before importing to zbrush, changing intensity etc. Nothing works.
Does anyone have a solution to this or seen this before? Does anybody already do this, and can recommend a solution or better workflow?
Thanks
Replies
The only reason I can think of for this is that it's shit and the developers are idiots.
I imagine there is a convoluted workaround involving creating meshes and capturing alphas from them but I couldn't be bothered fannying around with it and did the work elsewhere
Make sure you're exporting at 16bit from Designer (your final output node should show "16bpp") - if you export at 8bit, photoshop can't recreate the lost data. It might also help to save the output directly rather than with the export tools (There's a save button in the 2D viewer).
I don't suppose it's worth holding our breaths for a fix, I've seen how long it takes to get a response from their customer service