ZBrushCentral

Blender 2.36 Released Now With Advanced normal map support.

Blender is has some VERRY cool updates with this release…

I just tested a Cube from Zbrush , with a normal map I made, and it is Truely amazing!

There are quite a few Bugs squshed, and the Undo system is in Full swing now, and some other Goodies in the material system…

I am about to do some tests useing GUV tiles … I am going to post the screenshots later…

http://www.blender3d.com/

What a great Christmas present from the Blender Foundation! Now I can finaly animate my Zbrush models, in Full normal map glory!!!

:sunglasses:small_orange_diamond:+1:

Seems like a nice prog :slight_smile:

im having trouble running it though… the window is all black and theres a console window that says import site faile or sumtin i downloade python 2.4 for it but its not helping… and they say you dont really need it
anyone could maybe help me? im using Win XP SP 2

ok… weird… it seems to work fine now…
turned off hardware accel and it worked , turned it back on and it still worked!! (???)
:smiley:

Glad you got it working :slight_smile:

I think It uses the older version of Python, not the Nightly build… I had some problems in linux with 2.35 and the 2.3 version of python solved the problem. :slight_smile:

BTW if you like blender in Windows or in MAC, you will LOVE it in Linux, it renders very fast :sunglasses:small_orange_diamond:+1:

HOpe you like it :slight_smile: All of my tests turned out better than I hoped, after this christmas party I will be posting my work… it is better than I had ever dreamed,
I still have not tested with Zbrush GUV mapping…I will soon tho :):+1:

BTW BE sure to checkout all the new FREE Video tutorials available!

The normal maps work in the renderer, then? Very cool.

Do they work with Blender’s realtime engine?

edit:
Hold off until the next version before you try to animate characters with this.

You need normal maps defined in tangent space for your deforming characters. Or for any object that so much as rotates – in object space, you pretty much define which pixel faces north, and it always faces north regardless how the mesh is oriented.

Well, that might be an oversimplification. But when they tell you “normal maps in Blender now only render correct when applied on a flat plane.” they pretty much mean it.