ZBrushCentral

Normal map problem

Hi. I have this problem when I generate normal map for my character and I can’t find the solution to it anywhere and its not covered in any tutorials. I’m sure there is a simple fix, maybe, but I just don’t know it.

My model is pretty detailed as it is I just want to paint some bump map in zBrush like lips etc. What happens is that when I generate my normal map it shows all the features from model getting subdivided and smoothed out so the map has a lot of details like knees, facial details, and so on that I don’t want on my normal map. When I apply it to my 3D model all the curves it gets from meshsmooth are amplified by the bump map and model starts looking like poop. In other words I want to generate a flat texture except for the details that I sculpt in zBrush. Is there way to do this?

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you’re generating an object spaced normal map for one thing. On a character chances are you’re going to want a tangent based one.

To achieve what you want you’ll want to step up to one or two subD’s lower than your highest, then generate your normals. What that will do is create a map that uses the differences between the two maps so only changes in the geometry from say, level 5 to level 7 will show up in the map.