
The general workflow would be (apologies to for the copypasta) : If you import a mesh with UVs into ZB, then Subdivide it, the lowest subD level will change slightly, and no longer be exactly the same mesh that those UVs are based on, leading to map issues.

Preserving pre-existing UVs from an import is slightly more complicated than generating them after all your sculpting is done. OK, so storing a morph target and switching to it prior to any displacement map creation is going to be important for you. So my best conclution is to forefit ZBrush and do it all on Photoshop manually, because this problem is simply ridiculous. The idea of using Zbrush for this assigment was to create a sculpture of the object, then export the displacement map into a 3D max Model to be able to use it in animation (hence why im making a mace, because it’s something that doesnt move much) but it seems that NO ONE knows why this happens, and my teacher went dark on me and hasnt respond. OBJ which is recomended as its requiered to maintain the size of the model.Īfter that, i import the file into Zbrush which 50% of the time doesnt let me move the object as if it was a 3D model and the explanaition of why this happens is because its being loaded as a 2D image instead of a 3D model which… doesnt make sence at all to me, but after closing and opening the program over and over again and pray for it to work i get to open the file…Īfter that i create the subdivision and work on the mesh to create the displacement: i’ve tried a lot of tutorials, specially the part of the multi map exporter but on the tutorials i’ve seen they get a black and white map (check the link i attached, there are pictures of the model there and an example of the map im talking of) but i still get a grey texture and just messes the entire model up.

I made the model in 3D max, very low poly and i made the UV map also on 3D max and exported them as.
Zbrush 4 import displacement map how to#
I have no idea on how to use that option and tutorials arent exactly clear as most dont use 3D max at all. What happens is when i press the GoZ buttom it simply opens 3D max and nothing else, doesnt export the model nor reflect any of the changes to it. But when or if you’re ready to work through it some more, we’ll be here. If you need to take a break from the issue, I understand. The only way we can figure that out though is to go through your process. I don’t know if it applies to your situation or not, but it is an example of something that could be going wrong for a new user. Press ‘Create All Maps’ to start plugin operation. Set the plugin options, making sure the ‘Switch MT’ button is on. Store a Morph Target by pressing Tool > Morph Target > Store MT. So for instance, if using Multi Map Exporter to export your displacement, the process would be: This is the reason for storing and switching to a MT in a situation where the maps must match a pre-existing set of UVs, rather than simply creating them for the lowest SubD version of your mesh after all your ZB work is done. How did you create this mesh, and the UVs? Was it done inside of ZB, or elsewhere? If the UVs were created outside of Zbrush, and therefore required ZB to match those UVs exactly, did you store and switch to a morph target prior to generating the maps? Just the act of subdividing a mesh will alter the mesh slightly at all levels of subdivision. So now I need to know more about your project.

It lets me know that because it Isn’t working in GoZ, and assuming GoZ is functioning properly, there may be an issue with the way you’re setting things up in Zbrush. It will show you the proper way to set up the displacement shader chain in Max, even if something isn’t working and I’m not a Max user, and can’t speak as to the best way to set things up for Max, but luckily someone else has already done that for us in the form of GoZ. Every different program works a little differently, and wants things its own particular way for best results. I’m so sorry you’re having some frustration! Here’s the problem though.
