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…
Ahh right thanks very much Oglu for the info. I did a 4k map and render set to the number of sub iterations i had in zbrush and it defiantly looked crisper... still not sure if it looks inflated but when I do a comparison with zbrush and adjust the light source in zbrush to match arnold it looks the same pretty much
Oglu - I set the subdivision iterations to 3 in arnold and checked auto bump like the tutorial suggested 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…
Ahh - my high res mesh in zbrush has 5 sub divs. I set the iteration in arnold to 3 and ticked Auto Bump as the guys from the flipped normals tutorial said that you should set it to however many sub divs you have in zbrush but by ticking Auto Bump it isn't required as apparently the details that can't be displaced will be…