ZBrushCentral

normal map issue...zmapper stretching random uv

im trying to create a normal map for a character, and zmapper is taking a uv point and stretching it across the entire thing…

[attach=84809]normalmap.jpg[/attach]

i can create a displacement map just fine adn I dont get the strange stretching…this really bothering me because the normal map looks fantastic otherwsie when applied to my low poly mesh

Attachments

normalmap.jpg

It looks like you have a UV point or points hanging out of the 0 to 1 region and Z Mapper really hates that. Check your UV’s in your native package and see if you have any UV’s hanging outside 0 to 1.

how can i resize the uvs outside of zbrush and bring it back in at the lower level without destroying all of my work?

Export your lowest level of subdivisions as an obj fix your uvs and reimport the model back into zbrush and they will be fixed and shouldnt destroy your work. But do not move any verteces on your model otherwise it will explode.

For a model you intend to animate, you need to create tangent space normal maps, not object space ones.

Cheers,

R

ah, cool guys, thank you so much for the help! ill give it a shot later on after i finish some other work

There’s actually no need to export from ZBrush, since this model was originally imported. Simply fix the UV’s on your model. Back in ZBrush you’ll do the following:


  1. Load your detailed model.
  2. Go to level 1.
  3. Store a morph target.
  4. Import your new version of the model.
  5. Switch to the stored morph target.
  6. Launch ZMapper.