Hi guys
I hope you can give me a hint or two as to what is going wrong in my pipeline.
I am using MAX and Zbrush to create normal maps for ingame models at the moment.
What I do is:
- Create the lo-poly mesh in MAX.
- Unwrap in max.
- Import lo-poly into ZBrush
- Subdivide, and create detail.
- Import lo-poly mesh into lowest subdivission level again to get the correct normal calculation.
- Create normal map in ZBrush.
Now I went back to MAX to get rid of some overlapping UVs that I had forgotten all about, and moved them to a corner, they still have coordinates within 1.
That done I exported as OBJ, and imported the new lo-poly mesh with the tweaked UV set into the lowest subdivision level of the Tool in ZBrush. But my normal map is going crazy now, when I generate it.
The poly and vertex count have not been, and all UVs are the same as well, apart from the few that had overlapping coordinates and are now moved away.
So my question is why is ZBrush not generating a correct normal map now?
Also, I have noticed that I can not make any changes to the low poly mesh once you have imported it into ZBrush and started the subdivision and sculpting process. For example if I decide to optimize and get rid of say 20 polygons, then I can not import the tweaked low poly mesh into the lowest subdivissions because the vertex and face count has been altered
Is it only me missing something obvious, or is it simply not possible to do so?