ZBrushCentral

multiple normal maps

can anybody point me to any tutorials on how to render out seperate
normal maps for each individual polygroup? i have a standard character
with different uv groups on each part of person ie. torso, leg ,head etc.
but when try to render normal map for whole model i just get a mixed up
map that loks like abstract broken glass !!
could someone pin up an image of a normal map that would be applied to the whole character model. I am unsure as to wether zbrush should be producing one image that can be applied to a single mesh with various uv groups (in max) or if seperate normal imagse can be made that can be loaded into bump map of multi sub object material.??
Is there a way to seperate poly groups after subdivision in z brush so that seperate maps can be rendered ??
Sorry if this a simple or tired thread.

If you have a figure that requires multiple maps, the easiest way to do this is to put each map into a different UV region. After importing the mesh into ZBrush you can then press Tool>Polygroups>Uv Groups to put each UV region into its own polygroup. (Or you can use a mesh where you’ve already given each map its own group while building the model.)

Either way, when you’re ready to create your normal maps you will do it one at a time. Simply Ctrl+Shift+Click on a polygroup to hide everything else. ZBrush/ZMapper will then create the map for just the visible polygons. After it’s been created, switch to another visible group and create the next map.

god bless you Aurick, is it is as simple as that. I didnt try it that way.
thanks a lot

Hello aurick, thanks for the info on this however, I use Lightwave and I’m not sure what you mean by UV region. Does this mean within a single UV map, you move seperate or unwelded pieces of the mesh to the areas out side of the grid coords?
Trying to understand. Maybe it’s that LW does feature it or I don’t know about it (yet).
Thanks in advance.
Ray

Hi Ray,

It means that each map is in a separate UV space. For example, the head might be in coordinates 0,0 through 1,1 while the body might be coordinates 1,0 through 2,1.

Thanks a lot Aurick that’s exactly what i wanted to know !

Ok Now, i can extract the Nmap for each uv group! the problem i have now is i don’t know how to render it in 3dsmax! I tried as technique the composite map, that works fine for the diffuse multiple map, the bump and the spec But that’s doesn’t work for the normal map. you can see it a pic. Hope somebody can help me on this, i ’ m looking for a solution since 2 days but i can find it.

ok i found the solution, here is a pic ;). thanks guys

what does your UV coordinates look like?
I have looked in the help of Max but I havn’t found how I’m supposed to distribute my UV elements across the grid.

Do you also have to give every element a ID number?

hi man!
Well my uv are organize like that, One in U0-V0, another in U1-V0 and the lastone in U0-V1. And i don’t need to use any idnumber.

could you please post a screengrab of your UV layout? I’m having trouble finding out how it works.