Hallo, guys!
Working on textures for a character,actually, I still work on a coat of a character. This is what I encountered while working with Zbrush: After I painted an imported obj file made and mapped in Maya on canvas,
I made several subdivision levels of mesh. Then I switched to the highest subdiv lvl (7) and created 3D layers and
named them according to what they were going to contain ( folds, border pattern, etc.).With 3D layer named “folds”
I went back to middle subdiv lvl (4) and made some strokes at elbows and hips to create larger folds of coat. Afterwards I switched to the highest
subdiv lvl(7) and swithed to 3D layer called “border pattern”. I sculpted some high detailed ornamental pattern at the border of a coat. I saved this sculpted tool and wanted to export
displacement map for folds and a normal map for border pattern. So I set intensity of a 3D layer called “border pattern” to 0 and generated displacement map for
folds. Displacement map was OK and I could render it with good result. But there was a problem with a normal map of a border ornament. When I turned “folds” 3D layer to 0 intensity and
started to generate normal map in Z mapper or in Multi Displacement exporter, the Normal map of a border sculpt was screwed in places where the mesh was sculpted on “folds” layer, even if that
3D layer was switched to 0 intensity.
What did I wrong?
Is there any way to get correct normal map without having to redo all sculpting work again?
Thank you for advices.
V