ZBrushCentral

Creating Normal Map & Displacement Maps from HD Sculpted Geometry?

Hi is there a way to create Normal Maps or Displacement Maps off of HD sculpted geometry?

I have a mesh that is lacking geometry in the face region (i cant subdiv anymore due to ram issues) and yet when i turn into HD geometry and sculpt i get the results I was looking for. Unfortunately I couldnt find a way to export the details as a normal map or displacement map.

Any help is greatly appreciated.

Cheers

i read somewhere that hd geometry is only usable in zbrush but what you can do is just turn the head into a subobject and divide that more because you can have multiple subd levels on multiple sub tools so that may give the the detail you were looking for.

thanks for the reply. unfortunately im trying to keep my mesh singular (for the body) and only use sub tools for the clothes and eyes.

Keep in mind that if you UV map your model before you split it into SubTools, then you can get the high polycount that’s possible from having lots of SubTools while also being able to combine your normal maps into one later one via Photoshop.

Here’s the catch, though:

If your normal map is 4096 in size, then it has about 16 million pixels. You’ll lost about 25% of that to spaces between the UV’s, so really you’ve got about 12 million useable pixels. A normal map (or displacement map) can’t hold more data than it has pixels. So if your model has more than 12 million points you will not be able to transfer all the details to a 4K map!

hm thanks for the info. ill have to play around with this more later.