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ZMapper Normal Maps in Maya

Hello

I have created a Normal Map in ZBrush using ZMapper. The texture map file, I save to a PSD file then convert in PS to a TIFF, is simply a square made up of many tiles. I have a problem after I put this map into the bump map section in Maya. I am not sure how to deal with this kind of Normal Map in Maya.

The rendered model in Maya has large tiles on it now.

My model’s UV was chopped into a few pieces, put into the 0 - 1 region in UV texture editor on Maya.

I have uploaded the normal map produced from ZMapper and the result of the render in Maya.

Hope someone can advise.

Thank you

Lin

Mermaid_normalmap_tangent_hq_04.jpg

Attachments

work1.jpg

Eeerr… have your character the same uv map that the Zbrush one?.
Try to export from Zbrush your low polymesh and appy to it.

Other thing can to be would be you’re putting the texture vertical flipped.

It does look like your texture needs to be flipped vertically. But even then, I doubt you’ll get a great render. Tangent maps like what you created force normal flipping across each UV seam. It’s the math behind that map type, and applies whether the map was created in ZBrush or some other app. So if you’re using a tangent map you need to use your own UV’s that are laid out to hide the seams as much as possible. Tangent maps will not work well with AUVTiles (which create seams at every polygon) or any other form of automated mapping.

Thank you both for the replies.

I did have the flip set withing ZMapper so I don’t think it was that. Today I changed the high poly model to subdiv 1, exported the UV maps from ZBrush as an OBJ and laid out the UVs in Maya (even outside of 0-1) and reimported these back into ZBrush for the same model using the Morph target feature under the Tool palette. I did this rather than AUV tiles based on what you said.

I then did a test Tangent Normal Map. The results are better but as you can see from the picture there is some work to do somewhere. I dont know yet but after the import of the OBJ into ZBrush containing the reworked UVs (done in Maya) the model seemed to look a little smashed. Maybe some more work on the UVs or has my sculpting has affected the UV? At subdiv 6 the model looks as with the old UVs but does have some smallish artifacts.

Generally it seems to have worked much better than before.

Look forward to your comments on what may be wrong.

ZTexture01.jpg

Many thanks

Lin

You’ve some points or out of the texture Sqr or in the real limits of the texture sqr.

I mean, usually, the uv map is done in the “place texture”, from (0,0) to (1,1).
It appears you’ve placed some point a little bit far away from this range, or you’ve placed some points in the “1” range (top up or top right).

Maya interprets a point in “1” like IN the texture square, but Zbrush not. So, come back to your UV texture editor in maya, select all uvs and scale it a little bit down, leave a minimum space between the uvs and the limits of the square and try again.

Get lucky!.

Also, the flip settings in ZMapper, etc. are not the same as flipping the texture itself vertically. Any time you export any map from ZBrush for use in another application, you need to flip it vertically first. It will no longer look right in ZBrush, but will look right in the other apps.

For example, after creating your normal map press Texture>FlipV before you export.

Thank you both again. I followed your instructions and have made some progress.

I laid the UV’s all within 0-1 region in Maya, reimported these back into ZBrush
UV.jpg

Nearly there I hope!

Thank you

Lin

Attachments

ZTexture05.jpg

3.jpg

Ok man. Take it easy.
I don’t know what the hell is happening, but I still can guide to you.

Perhaps Aurick can tell you what is doing Zmapper, but I refused it one month ago.

Export like obj your lowpoly. Now go to the highest level and export your highpoly too.

Go to xnormal.net, download the xnormal application.

Go to “High definition meshes” (1rst right button), right button over the empty list and browse your high poly.
Go to Low definition meshes" (2rst right button), rigth button over the empty list and browse your low poly.
Go to Normal Map (3rst right button), choose an output file path & name (first field), the size, leave marked tangent space and NOT mark flip vertically, xnormal already works like maya.

Press “Generate Maps” (last button) and enjoy your normal map.

Don’t worry about commercial problems, xnormal is free, you can sell your work. I recommend you take a look. It can do really great things, like volume maps (from highpoly to lowpoly) for translucency for example.

I’m sure with this all should go perfect.

Hello Guys,

Thank you very much for Reaversword’s suggestions for the Xnormal, It’s very good software. I used it for my model’s UV which gave no problems.

I also found out why my normalmap had problems in zbrush. It was because some of my UV not in 0-1 region in Maya.

Great support here, Best wishes

Lin