ZBrushCentral

Normal map shows wrong light in max!

Hello…im new to use normal map in zbrush to characters in max…but this is how i do it…learned it from a post here on this site:
_ rough character in max, export to zbrush as obj
_model highres version in zbrush
_set to subdivide 1 and give GUV mapping and a new texture
_create the normal map based on GUV tiles and new texture
_Flip the normalmaptexture (flip v) and export as TIF-format
_xport the subdivision 1 model back into max as OBJ with the GUV information
_in Max, add new material to the newly imported OBJ model
_in material, goto map - bump - add normal bump - get the normal map in
upper slot in normal bump menu
_set to Local XYZ and render

This used to work fine only now when i do it and set up some omni lights in max the head receives the light and shadows all wrong, like if omni light is up the head is lit from below oO and sometimes even more weird…im no technical genius! What have i done wrong! Did i push a button somewhere i shouldnt have? Help!

Bokaja

It was a while ago but I was using some normal maps in Doom 3 and had the same trouble. You can fix this problem in photoshop pretty easily by inverting either the red/green/blue and just pay attention to what works. Displacement maps work well in max, although the needed smoothing slows things down.

I found the thread where I work through this problem for doom:

http://www.zbrushcentral.com/zbc/showthread.php?p=178049#post178049

You can also set the ZBrush preferences so generated normal maps will have the correct RGB scaling for your particular renderer.

The Preferences > ImportExport > NormalMapFlip**** switches must be set before generating a normal map.

Sounds like some cool answers! I will try them right away! Thx alot :slight_smile:

Sincerely,

Bokaja