ZBrush Tip: Accurate ZBrush Displacement Baking Workflow

December 09, 2025 2 min read

ZBrush Tip: Accurate ZBrush Displacement Baking Workflow

Bake displacement maps correctly so your renders match your sculpt—without guesswork.

Pre-flight checklist

  • Create clean UVs (no overlaps/tears). UDIMs are fine; keep consistent texel density.
  • Keep a proper subdivision stack: lowest level for render mesh, highest for detail.
  • Confirm world scale before export. Consistent scale avoids extreme displacement values.
  • If you used DynaMesh, retopologize and project details to a multi-subdivision mesh first.

Baking settings in ZBrush

  • Go to the lowest SubDiv level of your model.
  • Tool > Displacement Map:
    • 32Bit: ON for EXR workflows (preferred for film/VFX). If using 16-bit, set Mid to 0.5.
    • Adaptive: ON to capture sharp transitions.
    • DPSubPix: 1–2 for extra sampling (watch memory).
    • SmoothUV: Match your renderer’s “smooth on subdiv” behavior. If your renderer smooths UVs during subdivision/tessellation, enable this; otherwise leave OFF.
    • Scale/Intensity: After “Create DispMap,” note the Scale/Intensity value ZBrush reports—use it in your DCC/renderer.
  • Map size: 4K is a good start; scale with asset needs and camera distance.
  • Export: EXR (32-bit) for linear, unclamped data; TIFF/PSD (16-bit) only when EXR isn’t supported.
  • UDIMs: Use Multi Map Exporter for tiled sets; enable UDIM naming. FlipV as needed for your target app.

Renderer setup quick guides

  • Arnold:
    • Subdivision: Catclark 2–4; enable Auto Bump if desired.
    • Displacement Height/Scale: Match ZBrush Scale/Intensity. Keep Bounds/Padding generous to prevent clipping.
    • 32-bit EXR: Ensure linear (no gamma) and no color space transforms.
  • V-Ray:
    • VRayDisplacementMod: 3D mapping; Subdivision/Tessellation enabled.
    • Amount = ZBrush Scale. For 16-bit maps with Mid 0.5, set Shift to -0.5 × Amount. For 32-bit EXR, Shift typically 0.
    • Keep Continuity ON to avoid seams.
  • Redshift:
    • Enable Tessellation and Displacement on the mesh.
    • Displacement Scale = ZBrush Scale. Use Object space; Auto-Bump can help micro detail.
    • Load EXR in linear color; no gamma.

Troubleshooting by symptom

  • Puffy/ballooning: Mid value/Shift wrong, or UV smoothing mismatch. Verify 0.5 mid for 16-bit; SmoothUV parity.
  • Flat/no effect: Scale too low or displacement disabled; confirm EXR is linear and the correct map is connected.
  • Stepping/grain: Use 32-bit EXR or increase map resolution/DPSubPix; ensure adequate renderer subdivision.
  • Seams: Enable Keep Continuity, match SmoothUV, ensure UDIM tile order and tangent basis consistency if mixing normals.

Best practices

  • Render a gray-surface test at extreme close-up to validate silhouette and pore fidelity before lookdev.
  • Lock your scale early and document Scale/Intensity per asset.
  • Use normal maps for mid-frequency detail and displacement for silhouette-critical forms.

Need reliable licensing, upgrades, or add-ons for this workflow? Get ZBrush and renderer options at NOVEDGE. Explore ZBrush offerings and compatible tools via NOVEDGE’s ZBrush catalog, and reach out to the NOVEDGE team for pipeline advice.



You can find all the ZBrush products on the NOVEDGE web site at this page.







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