ZBrushCentral

Bump map export problem

Hello again. Sorry that I ask so many questions, but I’m in a cruicial point in my modeling stage at the moment… I only have one small obstacle left before I finally can complete a “real” project where I started in Zbrush and rendered in a different renderer.

I have, as topic says, a problem with my bump map. I’ve read what aurick said in another thread:

"First, create a blank texture of the size that you intend to export. A power of 2 should be used such as 512x512, 1024x1024, 2048x2048 or 4096x4096.

Second, press Tool>Texture>GUVTiles or AUVTiles. This must be done at subdivision level 1.

Your model is now UV mapped. Once you’ve created your normal map and/or texture, simply flip the image vertically before exporting both it and your model."

That I did. Well, he was talking about normal maps, but I guess the procedur is the same. One thing I haven’t understand yet is the different with GUV and AUV, sometimes one of them work inside Zbrush and sometime the otherone does (at least it feels like that).

I think I can explain more with these pictures:

This is the model in Zbrush with a very simple texture wich shall be exported as a bump map. No problems here. The texture was created, then I clicked GUV (at SubDivLvl1) and this is how it looked at SubDivLvl 3. I export this texture and also an .OBJ as SubDivLvl 1. Then I bring it in 3dsmax7.


This is the model (obj of SubDivLvl1) in 3dsmax7. I only applied a MeshSmooth too it to make it easier to see the errors. If I render there will be sharp edges where there are grey lines. I’ve been banging my head into this all day long now and still can’t get it right. The grey lines runs right where the colorized groups (if SHIFT+F is on in Zbrush) are. So something might be wrong with my UV’s when I export, but I just can’t find out what.

I have no problems of creating a Displacement Map from this same model and render it in 3dsmax7 with Vray, but I just can’t get the bump to work. And my model is a bit “weak” without a bump map :wink:

What am I doing wrong?

Bump maps have a lot of problem like that specially with lot of seams.

While exporting go to tool>texture>fix seams. (It will work only on adaptive skin not zsphere model)

Also try using auv tiling, sometimes guv enlarges the texture a lot.

That might help

I tried to do a “Fix Seams” before exporting everything out again and I tried to use AUV this time… And it only got worse:

Non-render in 3dsmax7 (it looks ok in Zbrush…):

Another thing I’m wondering about is that when I paint my bump map with Projection Master, I don’t see any seams at all in Zbrush, but if I paint it with a standard brush with only RGB (no zadd or zsub) directly in 3D-view, I always get alot of seams right away… Again, I don’t have any idea why this happens. I’ve looked at the Gnomon DVD where Alex makes a demon head and if I recall right he paints a lot of his bump map (or at least color map) directly in the 3D-view without any visible seams. Because I get the same problem when I try to paint my color map… The procedure is pretty similar =)

Hope to be able to solve this soon, because this program has really given me the love of modeling I’ve been looking for… To bad I get stuck on texturing…

//Jay

3d view meaning edit mode ??

See if you are painting directly on the model without projection master that means your texturing wont be that good(If at all you are painting and not modeling) . If you using projection master then use high texture of 4096x4096 and turn fade off to get rid of seams).

Now I havent seen the dvd but its quite possible he was givng those bump textures using alphas or in projection manager or he might not be getting seams problem at all. Now first time I have used bump material I got the same seam problems

http://zbrushcentral.com/zbc/showthread.php?t=35501&page=1&pp=15

Reagrding painting texture check out auricks precision texture tutorial