ZBrushCentral

Questions and Troubleshooting for ZMapper

Mine is under Program Files / Pixologic / ZBrush2 / ZData / ZPlugs

The ZMapper file ZMapper.zsc is in this directory.

There is also a subDir called ZMapperData with all the necessary data files (I guess) in there.

No loading or anything and ZMapper button appers in own Subtab under ZPlugin.

However, not to contradict others - sure you can load it as well : )

Hope this helps - what do I know : )

That would be the smarter way to do it! I just unzipped mine so when i want to use it i just load the script the way i posted above…try the smarter way if you can :slight_smile:

Is anyone here experienced with JS_Normalmapper? I have my texture fed into it as a normal map, and then the JS into the normal camera of my shader, yet no normals are rendered in Software OR Metal Ray and im not sure why…

In hardware i get a mess of black speckles on my mesh (because it doesnt work with hardware) but cant seem to get it working though im pretty sure its set up right, any suggestions?

The ZData folder and its contents should NEVER be modified.

ZMapper is to be installed into the ZStartup\ZPlugs folder.

It should be:

ZStartup\ZPlugs\ZMapper.zsc

and then

ZStartup\ZPlugs\ZMapperData\all the support files.

When extracting the downloaded zip file, use WinZip and be sure that Use Folder Names is turned on in the Extract options. When you then launch ZBrush you should find the Zplugin palette right next to the ZScript palette in the list, and the ZMapper button is found in a subpalette within that.

hi guys…I’m having a bit of a problem rendering out unblemished normal
maps and was hoping there was a quick fix or at least better option for
higher quality on the zmapper end (haven’t even tried to bring it into another
software for it’s normalmap displacement value 'cause I can see the map is
buggered). Here’s what’s going on:

and here are my settings (the high quality settings for max7):

Can anyone suggest better settings to fix this “artifact” issue?

cheers.

rookie-z

I can’t seem to use Z-Mapper, I get the error “no open GL” but I have open GL that I use to render in Poser6. Here are my specs, and can you help me?

Dell
MS xp 2002 SP2
2.59 GHz
512 MB Ram
Intel ® Celeron ®
CPU 2.60 GHz

13 gig free space available.

Thanking you in advance for any and all assistance.

SpriteD

Hi, I’m having a problem with Zmapper, could you help me out here
There are those dark orange areas on the legs…

ZBrush Document.JPG

Hello,
Is there a Zmapper to Maya Production Pipeline guide like there is for the Displacement Plugin? I am having a hard time getting my Zmapper to get the same outstanding results in Maya that I get from Zbrush natively.
Best,
Jacques

hi, all! just wanted to give a short feedback on the new maya7surfacesampler preset. it work’s great.

i had a big problem with the texture seams. in zbrush they did not appear. but when i exported the normalmap with maya7bestqualitytangentspace setting and rendered with maya hardware renderer, there they were. so i tried out your new preset and it worked fine. thank you guys for this, very cool!

what is this new preset? I am having the same problem with 3DS Max and I can’t manage to find a solution…

Thanks for your answer

rookie-z - you have to increase your Max Scan Distance in the Misc tab.

[email protected] - It looks like it may be your uv map. Did you check that there were no overlapping Uvs? Can you post images of your high rez sculpt and your uvs?

jacquesBroquard - not yet. :slight_smile:

sysiphus - Cool! Glad it worked. :slight_smile:

[email protected] - Presets are in the Open Configuration button in ZMapper. You can download more recent additions to the presets in the first post of this thread. :slight_smile:

r

Ok, everything looks just fine in Zbrush, its when I apply the normal map to the low res model in 3DS Max that I have a problem…

I used AUV Tiles in Zbrush to do the UV coordinates.

Here is the normal map (flipped vertically):

And the result in 3DS:

[email protected] - What max version are you using? What preset did you use to generate the normal map in ZMapper? I have probably mentioned this a hundred times by now but it bears repeating. Seams at render time = the incorrect settings in ZMapper. You are currently experiencing alot of seams. :slight_smile:

You will have to find the preset for the version of Max that you are using. :slight_smile:

r

Well, I have absolutely no idea of what the presets are used for, I have just started experiencing with normal maps in ZB.
To create this normal map, I used default presets, created a texture, AUV tiles, launched Zmapper, clicked on the “object space normal map” and viewed my character with a single color, and then I clicked on create normal map…
I am using 3DS Max 7

Thx again for your time

Hi,

Have you gotten the opportunity to go through the initial Zmapper Documentation available here:

http://206.145.80.237/zbrush/zbcfiles/ZMapper_Doc.zip

This is a good place to start. It may answer some of your questions.

Best,
Jacques

thanks for the documentation, but I haven’t found what I was looking for…

here is my default preset, maybe you can find something that could cause trouble in it

thx again

Z mapper.jpg

Ok, preset configurations are only important for tangent space normal maps. Object space normal maps are a very easy to produce sort of map.

The problem you are experiencing is most likely due to overlapping seams in your normal map. You are using AUV so each UV tile can be close to the other. I would do the following:

Select a white color
clear the texture map (Texture:Clear)
Go into ZMapper
Set the Seam Overpaint slider down to just 2 squares
Generate map again
exit ZMapper
Export from ZBrush and test

If you are still getting a problem I would, for a quick fix, recommend choosing GUV tiles.

Ryan

You need to use this configuration file if using Max 8

3dsmax8modifiedE.zmp

It was found on a very popular thread, which a quick search would have revealed immediately…

I can tell by your screen shot above that you are not currently using this configuration file.

Hey smoke thanks , but I still get problems using it… one color is always fliped on the other side. Anyone find a good way to improt into max8 ?

What do you mean one color is always flipped on the other side? Can you show a screen shot?

I use this configuration all the time…and it works everytime…

ya smoke thanks for the reply! I will post one after i come back from the fireworks!

Thanks! I cant wait not for the fire works but to see your reply on my problem:D :slight_smile:

Well after going threw the doc file again I think i have solved my problem.
thanks everyone!