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PVJ
04-02-2012, 05:56 AM
Im having a weird problem with zbrush, I save out a 16 bit displacement map in PS and when I try to open it in zbrush it looks like this

http://i.imgur.com/pQKdf.jpg


http://i.imgur.com/3NYzL.jpg



the coloured one is as a texture, and the other one is as an alpha

Anyone know how to fix this? I already turned max preload file size to the max, and im using 4r2.

CheeseOnToast
04-02-2012, 07:10 AM
Is it saved as a 16-bit greyscale image, not RGB? Also make sure you don't have an alpha channel either, or it'll screw up.

PVJ
04-02-2012, 07:53 AM
Is it saved as a 16-bit greyscale image, not RGB? Also make sure you don't have an alpha channel either, or it'll screw up.


I tried that just now and it gave me the shitty 8 bit swirls when I tested it in zbrush I also tried saving as a psd, jpeg, png, and tiff, still get the same result, either the weird pixelated version or the 8 bit swirled version

cryrid
04-02-2012, 08:48 AM
If you're trying to apply it with drag rect, you need to account for the focal shift on the brush. If you want it across the entire plane, you could try applying it as an actual displacement map under Tools: Displacement /map

PVJ
04-02-2012, 09:07 AM
If you're trying to apply it with drag rect, you need to account for the focal shift on the brush. If you want it across the entire plane, you could try applying it as an actual displacement map under Tools: Displacement /map


No im trying to import a displacement map to mask and offset as a base to sculpt out some cliffs/rocks/general rock/stone walls. So far the only fix is to import 8 bit maps and smooth out the weird swirls that happen.

cryrid
04-02-2012, 09:36 AM
Where does the drag rect + alpha come into the picture? And what does the actual map look like?

PVJ
04-02-2012, 08:09 PM
Where does the drag rect + alpha come into the picture? And what does the actual map look like?

The alpha and texture are the same just a displacement map from ndo2, the only difference is one i apply it as a drag rec alpha and the other i apply as a texture, anyway i decided to just use 8 bit maps and smooth out the stepping with hpolish, worked out alright.