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There are a few things to keep in mind when sculpting your object in ZBrush:

– Make sure that the object has UV coordinates and they are not overlapping;

– Make sure that there are no UVs outside the [0,1] range;

– A good workflow is to have the UV seams hidden in the least visible places.

To the right is an example of a base object in ZBrush. Only the chest armour is selected and for the purpose of this tutorial, we show only this object's displacement map export.

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4096Exporting the Displacement

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Map

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It is important to first go to the lowest subdivision level of your mode (SDiv 1). This is the base model that we import later in 3ds Max.

Go to the UV Map rollout of the Tool palette. The only thing you need to choose here is the UV Map Size. We wouldn't recommend a value higher than 4069 4096 and in most cases, a 2k map will work just fine.

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 Here is how our .exr displacement map looks like:

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Preparing the Object for Render

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