ZBrushCentral

Zbrush to 3dmax Normal Map Render Error

Hey guys, I’m sure this must be a common problem but I’ve seen complete tutorials on how to make the normal maps on Zbrush and Apply them on max and no one gives me the troubleshooting I need.

This is what’s happening to me…

When I render the normal maps in Zbrush, everything looks perfect:

The way I’m applying this textures into the material editor its on a Standard Material Slot/Bump/Normal Bump And I set them there.

Obviously it isnt the classic inverted axis, I’ve tried several solutions like setting filtering to “none” and things like that, but nothing seems to work =S

Please help me, I’m really getting desperate here. Thanks!

Attachments

Um…ZMapper? What version of ZBrush are you running?

Yeah, ZMapper, Zbrush 3.1

Anyone? Please :confused:

your UV’s are getting spun in Zbrush.
There are a million other threads on this.
Using goZ and zbrush 4 will fix the problem.

oh wow, people still use zmapper

What do you suggest?

Hmm…You would probably get more help if you were using ZBrush 4. Any reason why your not using ZBrush 4 or even ZBrush 3.5R3?

Most likely a cracked version.

Because I had a very VERY unpleasant experience with Zbrush 3.5

hi xanatos. i have exactly the same problem. little gaps in displacement after rendering with vray/max. did you manage to solve it?
i stopped to learn zbrush because of that issue. there’s no point since i can’t render my models in max. i spent like 30 hours fighting that problem. no result. and i didn’t find any solution for this in the net.
if you managed to solve that share your knowledge please.

There are multiple answers to this problem. Use goZ and zbrush 4.0 to fix the problem.

Korek, Glad to know I’m not the only one fighting against that! Unfortunatelly havent find the solution, I bet the best option would be just not to make auv tiles and make a common uv unwrap mapping.

Also, many of the people around are telling me "Use -goZ- as if I, a Zbrush Starter MUST KNOW what the hell is it, No, I dont know what the F is that, Ofcourse I could find out on my own, but man I hate everybody assuming I must know that, and the worse is that all the people saying almost like “Oh F**K you there’s a bunch of answers for this around, you find out” Well NO, Zbrush Central has the WORST SEARCHING SYSTEM EVER, I could type something like “wolverine” and then Joker threats come out, what kind of crappy searching system is that, that doesnt happen on any other forums I’ve been, so I dont want to waste days of searching with pointless results when I can just ask directly for someone to tell me OR AT LEAST REDIRECT ME TO A THREAD WHERE I CAN FIND THE SOLUTION, If its true there’s a bunch of threads on this I cant find, WELL SHOW ME.

Just answer with a link I dont F* care but its pointless to ask if people are just going to answer like, “this has been asked before” “upgrade to Zbrush 4” “there are solutions to this around” God Damnit then dont even answer, that doesnt helps at all!

xanatos, i could sing myself below your post with my both hands.
i searched the net looking for solution for 4 days. more than 30 hours wasted on countless tests and reading forums, manuals and video tutorials. NOTHING, nobody really knows how to deal with those artifacts. “use ZB4 and GO-Z” is simply ridiculous answer, and as you mentioned it’s better to not to answer at all if somebody just don’t know how to help.
i use ZB4 and GO-Z, and it’s not a solution because the problem has hothing to do with software version or the way you export your model to 3dsmax. i tried old way of exporting, also Go-z and Go-max. i already tried literally everything to get rid of those seams.
my post is here: http://www.zbrushcentral.com/showthread.php?160886-displacement-map-ZB-3dsmax-vray - i think it describes the problem quite well. no answers so far, probably because nobody knows how to solve it.

“There are a million other threads on this.” - another answer of that kind. i already know that - there are post on this. but they don’t contain answers, or they contain solutions that doesn’t work. besides, if somebody knows how to fix those artifacts why just don’t give direct answer?
this issue needs direct answer (not links, because i already searched the lenght and breadth of the net) from somebody who knows ZB like his own pocket, or from somebody who experienced that exact problem and managed to solve it.

“I bet the best option would be just not to make auv tiles and make a common uv unwrap mapping” - doesn’t work either.

http://tinyurl.com/3ktmnsu
Replying with “upgrade to z4” is actually useful, because it fixes the problem that you’re having. You’re using outdated software and asking for a solution. The solution is to update your software.
GoZ, fixes the problems that were to be had with importing and exporting to and from different programs. Now it is all handled with a simple button click.

Saying, “Because I had a very VERY unpleasant experience with Zbrush 3.5” is not an answer to the questions of, why you haven’t upgraded.

What we’re trying to tell you, and you are disregarding is that if you upgrade, your problem with go away. Zbrush uses a new set up for baking normal maps and has simplified the process of going to and from Max. If you upgrade, all of your problems should go away.

Upload the file you’re having such a headache with and someone can show you what you’re doing wrong and how to fix it.

@ Xanatos4 and korek

If you don’t like any of the answers that were offered here then contact Support. No searching required. You will need your purchase information handy and you will have to Register if it’s your first time. Good luck. :wink:

Alright then, I’ll give Zbrush 4 a try.

ok, i’m sorry if i wrote something i shouldn’t. i appreciate commitment of other forum users. i’m just frustrated by this issue. Zbrush is a fantastic software, but until i solve this problem it seems rather useless to me.
i just made another test. ZB4, max 10.
simple box, with displacement made with single stroke with alpha. exported with Goz. AUVmapping made in Zbrush.gaps3.jpg

So you’re saying that even with Zbrush4 the problem persists?? If that’s so then I’ll not waste my time with Z4 and continue my endless search for the damn solution.

I don’t mess with displacements inside of MAX so I wont be much help on that note. I can however help with normal maps.

What engine are you using to render the displacement maps, vray, mental ray, etc? What type of map are you using, 16bit or 32bit? What settings are you using inside of your render engine? Have your tried MME (multimap Exporter) to generate the displacements?

Any reason you’re using AUV tiles?