ZBrushCentral

Another normal map question?!

Hey there.

I think this topic has been presented several times over, yet perhaps my version is different enough to merit a new post(?)

problem is as follows. i built a character from scratch within zbrush using zspheres. After spending a while on detailing this bad boy i used zbrush’s automatic automatic tiling uv (i forget which one it is, dont have zbrush installed on my current computer). Anyways the one that splits the uv in equal sized tiles. (i admit i was 2 lazy to do a proper unwrap session, the more since i have had good results in the past with this for stills)

This is going fine and dandy. i extract a normal and displacement map and initially used “tools” export function to export me a medium poly model to take into max 2009. First thing i notice is that at the import it seems to be divided into several parts (the subgroups i would image). I tried importing the lot using import single mesh.
Now when i apply my normal map to it in my viewport the map looks good (not using direct 3d feedback, so just seeing the colors, not the actual normal map effect), no seems anywhere.
But as soon as i render it, i get seams like everybody else, but strangly enough only where the seperate subgroups meet. and not at the seems in the uv map as other people have been having. Its like every subgroup is an obvious model by itself, within each “seperate” mesh the norm looks fine, but relative to each other they dont fit at all.

Tried exporting it with subgroups switched of so i get a single mesh, and it just loses its uv’s all togethor.

I’m relatively new to zbrush 3, so i’m probably doing something wrong

My work flow is :

Build my models rough shape using zpheres. -> converting my zsphere model to adaptive skin. sculpt and refine etc untill satisfied. Use lowest level to use automatic mapping, extract disp and norm map, export model using above methods.

i hope im just making a nooby mistake here, and i hope its clear

Can someone please enlighten me?

Thanks in advance

the seams are because max doesn’t know how to read and blend the tangents of two different pieces (elements).

anyway.

tool>export(near bottom) turn off “grps” (exports polygroups as elements)

export out again after you turn that off,
import
apply maps
render :slight_smile:

Thanks a lot.

Altho i think i tried that yesterday, but it didnt take the uv’s to max. But i gather that that should not be a normal thing, so i think i messed up somewhere along the line, at least i know now that ur suggestion is the way it’s supposed to work.

Thanks again. :+1:

theres also a button for loading a template, and i’m sure one is for 3ds max, and that should automatically toggle all the things you need to have on or off in zmapper :idea: