Hey there fellow 3d artist,
I been working on my portfolio, sense I got layed off from my IT job, in hopes to follow my dreams… I know kind of lame right? I figured with all the time I got now I might as well spend most of it on actualy getting a job in what I love to do and that’s model organic forms.
Either way I just finished modeling the high res map of one of my models and was ready to go to town and create the displacement and normal maps for it but I forgot I needed to make some UVW unwrapps first. So I did the following:
- Deleted the lower layers when I picked my new lvl 1 layer (I tend to pick 2 or 3 pending on the poly count of these layers nothing more then 1k)
- Exported the new lvl 1 layer to 3DS Max 2011
- Unwrapped the model in 3DS Max 2011 and converted it to a editable poly this way the stack would be collapsed
- Re imported the UVW Unwrapped model into the ztool I exported it from in the same layer I exported it from
- Generated a Normal and Displacement map from what I learned on line for 3ds max to render in mind
Now I still need to make a Diffuse map but after generating these two maps I found something odd going on and was wondering if any one knows what happened here. The faces in the normal and displacement map look like they were flipped and moved around like a jigsaw puzzle.
I prefer to unwrap things in 3DS Max using its pelt map and packing tools but I am starting to think I will have to reside to just using Zbrush 4 UV Master plug in though I feel it dose not unwrap things the best its handy in a pinch.
Please take a look at the links below and tell me what you think thanks fellow artist!
UVW Unwrap in 3DS Max 2011:
http://i1089.photobucket.com/albums/i355/deo85/3DSMaxUnwrap.jpg
Normal Map generated in Zbrush 4:
http://i1089.photobucket.com/albums/i355/deo85/NormalMap.jpg
Displacement Map generated in Zbrush 4:
http://i1089.photobucket.com/albums/i355/deo85/DisplacementMap.jpg
I think I need to generate also a spec map past the displacement and normal map but any other maps I should create? Parts of the finished product are metal so I may also need to make a alpha map to dictate what is going to be shiny and what is not going to be shiny.
How much of my model should I re-topo also? I was thinking anything that will be moving that is organic parts.