ZBrushCentral

Blender and zbrush - few problems, esp normal mapping

Hey,

I’m brand new to zbrush. I spent all day beating my head to fix these problems. Could really use your help.

OK - so I create a sphere in Blender. I unwrap it. Export the sphere as an OBJ.

Then I import into zbrush. I divide the polys. First thing I’m noticing is holes on the top and bottom of the mesh. I draw a face.

I reduce the poly count and enter zmapper. zmapper says there are multiple uv groups. I select a UV group and notice a hole in the side of the mesh now.

I enter zmapper. push the create normals button and get a messed up looking normal map.

I have followed so many tutorials - and I’m doing everything they say - so what’s the deal? Help please!

Attachments

blender.jpg

hires.jpg

lores.jpg

normmap.jpg

you can’t have multiple UV regions…anything outside of 0-1 UV space…well, you can just not on the same tool

Anyway, when you unwrap for Zbrush you need to leave a buffer on the edges of the UV space. 4 pixels or so is usually fine. And inside of Zbrush textures need to be flipped vertically in order to be displayed correctly.

texture>flip V

that will make it “look” right on your model.

The reason your map looks so funny is Zmapper is misreading your UV’s because of the lack of the border.

just shrink your UV’s a little bit and start over again.

Also, the “holes” in the top of the mesh aren’t really holes. They’re Poles. Zbrush has a display error when you have a pole with a ton of edges attached to it. So there really isn’t a hole, it just looks that way.

I hope that helps.