Caution: tested ONLY in ZBrush 3.1! Probably won’t work in 3.0!
This tutorial is designed for a quick workaround of having to set up the ZMapper in order to generate 32-bit Tangent Space normal maps (for stuff like 3ds Max, with MR suporting tangent normal maps, especially, and all those kick-ass new games that use them and come with editors, like Unreal 3, Crysis/Cryengine/Farcry, etc.)
Note (edited on later): this, of course, will work only for models with proper UV corrdinates. No texturing (no color, no displacement, no normal mapping whatsoever) will work without proper UV coords. Also note this is for Tangent normal maps, 32 bit color depth, so don’t forget to turn the “tangent” option on at step 9, as it is said there.
I did my best to make this as visual as possible and at the least wordy.
- Make sure you have a backup copy of your tool, and now, also make sure you are on the lowest subdivision level. If you don’t plan to apply your normal map onto the lowest level, go to the subdiv level you want it at (Tool Pallete -> Geometry rollout), and left-click “Del lower.”
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I hope that was helpful.