ZBrushCentral

Reverse Normal Mapping?

Now I’m entirely aware of how to project HD mesh detail into a normal map for the lower subdivision’s texture. What I’m curious about, because I haven’t been able to find any info on it is; can I reverse engineer a normal map somehow? In other words, take a low poly model, give it subdivisions and somehow project the normal map into mesh geometry?

you need to convert the normal map into a displacement map (xNormal).
you can then use the displacement map to change your LP mesh. This doesn’t create the type of effect you would want though.

Might be close enough. I’m looking at printing the model out so I don’t really need the original low poly. Will have to give that a try thanks.

Can I reverse engineer a normal map somehow? In other words, take a low poly model, give it subdivisions and somehow project the normal map into mesh geometry?

Not with any degree of accuracy. Normal maps dont store depth information, and rely on the Tangents of the mesh it was baked to. I really can’t see any good result coming from it, especially if you’re trying to turn it into detail displaced enough that a printer would be able to see.

^that.

You’re better off just going back to your high poly detailed model and decimating it down for the 3d print.

You still have the high detail model right?

my guess is he/she is using a DX ripper to grab models and wants to print them…but I could be wrong.