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Old 05-24-09 Reply     Quote     UserGallery     ThreadGallery     Post#376
derkomai
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Join Date: Oct 2006
Posts: 85
Hello! perhaps I should post here.

I stil didn't found response.
My matter is that I see seams under my 3D logs. I have the same matter in max, maya and torque engine!
I have absolutly no matter in UVs, normals, mesh, so it comes from Zbrush...

here is some screen to remind you the seam broke in normal maps:


http://img199.imageshack.us/img199/4021/nmatterscreen.jpg
it renders:
http://img36.imageshack.us/img36/7594/nmatterrender.jpg

notice this is NOT a symmetry matter, cause the back is OK, not the shoulder.

here is the belly seam:
http://img190.imageshack.us/img190/1161/nmatterrender2.jpg

here is what happend under Maya: the same thing!
http://img190.imageshack.us/img190/6629/rat3p.jpg


here is my CLEAN UVs (no inverted UVs, no double UVs...)
http://img38.imageshack.us/img38/1717/ratuvs.jpg
no hole in mesh, not a renderer matter, not a computer matter, not a soft matter, not a face normal, smooth group, bug, double, inverted face, UVs nothing of alll this... so please don't ask me to check my UVs, to check my model, my normals, it's already done and it's all clean.

and the normal maps render like in maya and max in torque engine.

any idea, please?

I would be gratefull, If I could use zbrush to create this bad rat.
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the main thing to know about is that i d'ont speak english very well...
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Old 06-26-09 Reply     Quote     UserGallery     ThreadGallery     Post#377
indierock
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Join Date: Jun 2009
Posts: 3
Default Zmapper normals exploded?

Hey everyone, I hope someone can help me with my problem. I have been looking through all the forums and I havent been able to find a solution as to why Zmapper acts up.

1. I created a low poly model in max 8 , my UVs are also laid our well, and no overlapping, then I export to Zbrush 2.
2. I add the sub divisions and start to sculpt, also using projection master.
3. I set the sub divisions back to level 1
4. I use Zmapper with the 3DS Max 8_TangentSpace_BestQuality.zmp setting (is this the propper setting or should I just use the default?)
5. I go to the 'Normal and Cavity Map' tab, click 'Flip Green', and hit 'Create Normal Map' button.
6.** Now this is the problem area, once I hit the button, the normals get displayed, but renders in a weird symmetrical fashion, and ends up looking like it just exploded.

Am I missing a critical step somewhere? Also, are there any settings I should firstinput into Zbrush ? (a graphics setting etc?)

hahah, thanks again guys.
Specs: Windows XP Home SP2, Intel Core 2 duo, 2Gigs of RAM, 345 GB free space, NVIDIA GeForce 9400 GT
1.jpg 2.jpg 3.jpg 4.jpg
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Old 10-21-09 Reply     Quote     UserGallery     ThreadGallery     Post#378
OY2O61
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Join Date: Oct 2009
Posts: 1
Default Can Not Find Zmapper

I installed zbrush on my mbp, scupted for 6days and now i want to generate my normal maps BUT I can't fine the ZMapper button it's not next to the projection master button and it's not in the Zplugin palette... In the application folder are no traces of a plug-in called zmapper...
can someone help me????

(ZBrush 3.12 on OS X macbook pro, intel core 2 duo 2.4ghz, 4gb ram)
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Old 11-04-09 Reply     Quote     UserGallery     ThreadGallery     Post#379
broken bridge
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Join Date: May 2009
Posts: 20
Default normalmap generation artifact

Greetings, I'm currently having this weird artifact with my Normalmap using Zmapper. So basically I exported the low poly mesh from Maya 2008, UV unwrapped and all. Now I sculpted the high res mesh and moved down to level2 subdivision for Normalmap generation and this is what I got.
http://i37.tinypic.com/2q1vv52.jpg
Notice the red circled part where you can see the stretched triangle artifact? They shouldn't be there, so what would've caused this, would anyone please help me?
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Last edited by broken bridge : 11-04-09 at 08:20 AM.
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Old 11-10-09 Reply     Quote     UserGallery     ThreadGallery     Post#380
redonix76
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Join Date: May 2005
Posts: 34
Default Artifacts?

Hello Broken Bridge,

You might want to check your UVs. Sometimes when importing in some models the UVs get messed up. Looks like certain poly edges are still attached to others. export out your lowest and check it in what ever your 3D modeling software you usually use. Good luck!
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Old 11-10-09 Reply     Quote     UserGallery     ThreadGallery     Post#381
redonix76
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Join Date: May 2005
Posts: 34
Default Missing UVs?

indierock,

Hey man looks like youre UV information didn't carry over. Make sure your OJB export settings are correct when exporting from Max.
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