hey! i have a question about normal mapping. i’m working on non-organic hard surface models and here is my workflow…
in 3ds max, i create a low poly uv unwrapped model and also a chamfered edge version of it to use in zbrush. this chamfered version i import into zbrush, subdivide several times and sculpt in details. this is not uv unwrapped.
i do not want to subdivide the low poly version in zbrush to make the high poly, cos i need hard edges at certain areas. i am aware of plugins like “crease groups” but i feel doing this in 3ds max gives me more control. i do not want to import the sculpted high poly version back into 3dmax to generate the normal maps because it just too dense to import and max gets sluggish.
in zbrush, is there a way to generate a normal map from the sculpted version and the original low poly version? basically i want a normal map from two independent meshes.
also- in zbrush are there any issues with smoothing groups while generating normal maps? what should i know?
sorry about the long, boring description. will really appreciate feedback.
thanks zber! but is exporting the high poly mesh from zbrush unavoidable?
xnormal is pretty cool though. simple and efficient. thanks!
Posted by ayrads:
but is exporting the high poly mesh from zbrush unavoidable?
If your going to use xNormal, yes it is. You can decimate the high poly with Decimation Master to reduce the poly count while still maintaining detail.
However, there is something else you can try. Make a normal map from ZBrush displacement map in xNormal. Check out this tutorial here.