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Weird lines in my Normal Maps created by Maya, frustrated..

Hi, I’m trying to learn the whole process of creating Normal maps with a Maya to Zbrush to Maya pipeline but I keep running in to problems :cry: I model in Maya 8.5 and UV map it and export, import in ZBrush and sculpt and export, import back into Maya and use “Transfer Maps” to generate my Normal Map. Unfortunately, I’m getting weird lines in my normal map that match the lines of my lowpoly wireframe… Here are some pics


This is my model with normal map applied and wireframes


This is with wireframes hidden, and you can see weird lines that match my wireframe lines

The imported hi-res Zbrush model doesn’t have these lines at all. How do I fix this? I’m also open to other methods of creating normal maps as long as I can model in Maya first. Any help would be great! If you need more info on my steps just ask

Why aren’t you using ZMapper to create the normal map in ZBrush?

sorry, double post

My posts are taking hours before showing up… So I’m just gonna edit this post with an update. I didn’t realize the new Zmapper was included in the 3.1 update, I haven’t updated so I kept trying to use the old Zmapper with 3.0, silly me!:stuck_out_tongue: I’ve updated and will give it a try, thanks!

Yes, aurick is right (as usual). Here is what to do:

 Have fun tearing it up in Zb3.1. After that go to your lowest resolution create UVs (GrpUVtiles)(if you don't have UVs already), create a Displacement map. (you'll wan't that later.) use MultiDisplaement3.
 
 ( download the Zmapper preset that most suits you)
 I use maya tangent space best preset.
 [Link to maya preset](http://www.zbrushcentral.com/zbc/showthread.php?t=30858&highlight=maya+tangent+space+normals)

 Next go to the highest resolution, create a new material, go to the 3rd or 2nd lowest resolution, hit the Zmapper. . use tangents. go to Expert pass2 and turn up the seam controls to maximum, go to normal & cavity map ad a couple of samples and increase the sbdivide to two or three notches. Hit Create normal map.
 When the Normal map is generated esc to Zbrush go to texture(<u>at the top control Bar</u>), flip the V  cordinate and go to the texture section in the <u>Tool window</u>, increase the fix seam input to 25, hit the fix seam button. When that's done (<u>at the top control Bar</u>) in the Texture section flip the normal texture back upsidedown V flip, export the Normal map (BMP).
 
 This part is Maya specific. 

To add a Normal map in Maya, use the BumpMap node, and in the little dropdown menu click the use Tangent Space Normals. You’ll see the normal map example in the texture thumbnail.
When in maya make sure to turn off any texture filtering, if you have any texture filtering on (Box, Gaussian,etc.) this will give you UV seams.