GOZ Plus Displacement and Normal Map Transfer Issues

Hey, I’m using zbrush 2022.0.8 (perpetual license).
Transfer from character creator to zbrush seems good except the normal map and displacement gets messed up on hand off somehow.
You can see in the image how strong the porosity details come in in zbrush. The porosity is simply from “HD_Aaron_8K” so I know its right (and looks right in CC).
But if I literally do nothing other then send to Zbrush and back it gets crazy strong. It looks like .3 on the layer in zbrush is about right strength, but even still if I make it look “correct” in zbrush when I send back to CC its messed up again. (values are not the same).
Is this a bug? How can we reliably send to zbrush and back when we have this default behavior?
Sent This: (with normal map only selected)


Got this in zbrush:

Change literally nothing and only send normal map back get super strong detailing (like what I see in zbrush).
I think I can simply turn down the layer to .3 in zbrush and get more correct results, but its not like an exact science here and the results are a bit unpredictable. Anyone experience this?

If you start from the character 8K Aaron, we suggest you use the displacement map for the mesh ZBrush detail.

  1. Load the displacement maps from CC5 HD Textrue pack to each material’s displacement channel. (Head / Body / Arm / Leg) Select “Height Map(Grayscale)” option.

  2. Make sure the Normal option is “Displacement” on the GoZ Panel.


Then you get the real mesh detail from the displacement maps in ZBrush.

When you finish the editing in ZBrush, toggle on the “Detail > Normal” and “Detail > Displacement” to update the normal and displacement textures.

The normal maps will apply on the viewport character, and the displacement map is the source from the mesh details.

These details in the setup are hugely important! Thank you so much for taking the time to explain. I can confirm its working perfectly now when setup as you outlined on ZBrush 2022.0.8.
Cheers!

1 Like