ZBrushCentral

About normal mapping

Now that bump to normal feature has gone in Zmapper, how can get this feature?.

Someone knows the equivalent configurations in Gimp normal map plug-in for “Maya best normal mapping”?. It would replace this Zmapper feature from a decent way?

In ZBrush 3 you don’t need to use a bump map because ZBrush 3 can handle far higher polygon counts than ZBrush 2 could.

How big is the map you’re creating? If it’s a 1024x1024 map, then you’ve only got 1 million pixels to work with. This means a 1 million polygon model will have exactly as much detail as a 1K map can hold. A 2048x2048 map has about 4 million pixels and is equal to a 4 million poly model. A 4096x4096 map has about 16 million, but with most UV mapping only about 10-12 million pixels are actually used. So a 10-12 million poly model will have as much detail as a 4K texture can hold.

ZBrush can handle all of those polygon counts. So you can sculpt the details directly. A bump map will not add any additional level of detail beyond the polygon counts that ZBrush can handle.

Ok, but all this I know yet (for this I had choose Zbrush :-)). I was thinking in paint in grayscale helping me with Bump material, and then convert the bump mapping in normal with help of an external editor, and knowing the issues of normals, binormals, etc… that exist, I was looking for a configuration in an external editor equivalent from the maya tangent space normal.

Why?, here my probem: (How you can see, the model is sculpted, like you recommend me).

http://www.zbrushcentral.com/zbc/showthread.php?t=67246