ZBrushCentral

ZMapper - Does it work?

Thanks VERY much for taking the time, I’ll give it a go and I’ll let you know the results.

~k~

I can defend Pix all day long, but the disappointement with the latest Zmapper is close to the last straw for me. If I have to keep doing my baking in other tools, I might as well use Mac-native solutions like Modo, Silo, etc.

It’s sort of clear to me that Pix didn’t even bother to test Zmapper in the emulators like Parallels and VMware, and and to me that speaks volumes about their commitment to the Mac platform.

Mate, I feel your frustration. I know how hard you tried to get this working for us Mac users, I am one of those who benefited from your advice on getting a tablet working in VMWare. I thank you again for that.

I must say though that from what I have seen so far of Pixologic they seem like an honorable bunch of folk, and I am inclined to believe them when they say that a Mac version will come as soon as they can get it done.
I have had a few dealings with Autodesk as a Maya user, and I cant imagine them releasing a major update like Z3/3.1 users for free, even for those like me who had just bought Z2 a few weeks before.

I will keep going with BootCamp, and suffer the rebooting palaver, for my normal mapping. I think it is worth it to learn this wonderful app.

cheers, and thanks for replying to my question,
mick

Gattomanzo, you’re officially my hero. Group Split did the trick… no more exploding mesh. Thanks a million dude!! :+1: :+1: :+1:

always happy to help…

looking forward to see your work done.:+1:

cya :smiley:

God I love this forum! I was having the same problem with my mesh taking forever to render normal or cavity maps in ZMapper (with having multiple UV sets), then exploding and giving me useless results. GrpSplit FTW!!!:smiley:

Hi there!

Im have a little problem:
Im a max user and i created a character for later use in a game (hl2 deathmatch).
I put it to Zbrush to add more detail for normal map and for texturing.
My problem is with the way the normal map is generated. the blue and green channels are switched in normal map export, and of course its get lightning weird (I created a normal map in max for reference it was good, i swithed the zbrush normal’s green and blue in photoshop and its became correct).
there is a lot of options in i/e preferences and in zmapper but only red and green can be switched.
Could it be the an axis problem? am i imported the .obj incorrectly flipped axes? (i tryed an other way imported but same channel order…)

  1. what is the difference between tangent space and world space? which one is used in games more?

Help me please!:slight_smile:
And sorry for my english!!! :smiley:
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