So, i’ve not yet been able to get a normal map to export to max well. Very frustrating for me. Displacement is working fine, i used both the built in normal map gen in Zbrush 2 and also Zmapper (which I love). In both cases the results are the same. Rather than talk about my speculations I’ll let these pictures be 1000 words. Please if any of this is farmiliar to you and you have a solution or anything that can help, Please help me! Thanks
Here’s my model in max with not Z work.
Every time it’s the same. Normal maps look great in Zmapper and even in the regular Zbrush window, Export the texture file. Export the Mesh back or keep the same mesh. In max it’s like, any UV cluster is not normal mapping the same as the other clusters. ?? even GUV and AUV do the same thing but on every poly since each poly is separate??
Please help somebody,
Thanks again,
Im not a MAX user
but ther is 2 types pf normal maps
not to get in detalis on the diffrance
but if you layout your map and you see the gradiance color (red green blue) along the entire map
then ya u will get that seem issue
however if your map the other type where the gradiance is along the hight of the dispacment…u shouldnt get that seem…
I think this thread will be moved once it’s noticed ,…it’s in hte wrong place
good luck
mangriff - what configuration are you using to generate your normal maps in ZMapper?
The issues you are experiencing are perfectly natural. There is no one implementation for normal maps in 3D right now.
I would recommend this thread
http://www.zbrushcentral.com/zbc/showthread.php?t=30858
and that you use the max config on the first page if you are using Max 8.
If not, then use the max configuration that ships with ZMapper.
Best,
Ryan
thanks for the reply,
Im using the max config so that the texture is flipped and I think green is flipped to with max. Anyway, I’m not sure what’s going on but my next thought is that the UV’s are flipped on the inverted normal sections. Ill play with that and get back to ya if I get a fix.
Ashaiad- Im thinking you mean tangent space and object space normals? If so, im using tangent space so that animations are possible.
Thanks guys.
Solution FOUND!!
All questions answered here we go.
It was as I expected, some of the clusters were flipped. Max 8 has 2 very awesome tools added in the Unwrap EDIT – Under “select” - “select inverted faces” and “select overlapping faces”. SO useful. Overlapped UV will not work with normal maps or displacement so it’s important to make sure that you have no overlapped uvs. As well, inverted UVs i just found out will make a normal map flipped. Which makes sense, the direction of the displaced mesh that the Normal map is simulating suddenly inverts EX protrusions become cavity and visa versa. Cool, well im glad to know this now and will post a couple pictures showing what I just sayd. Please ask me questions if you got em.
Everything APPEARS OK. but do not be decieved something is amok!
Attachments
Had you been flipping your maps vertically while exporting from zbrush?
yeah i was doing all the normal Zbrush to max things, flip vert as well. It actually had only to do with my max work being that the UV groups were upside down. I suppose it’s not much to do with the zbrush side but I’m still happy to share this with others as it’s frustrated me for much too long.
Thanks for keeping the forums active guys, much help.
my uvs are all on the right side…but for some readon they are stilll flipped…
i can kind of fix the issue by inverting the green and red channels in the inverted areas…however, they simply are not the same intensity for some reason…and tere is still a sumwat noticable seam…but it atleast makes the normals come out the right way