hi everybody i just thought that i understood how to create them normal map in order to export my details to 3ds max and i have another problem.after i create guv tiles and create new texture i am creating a normal map which over writes my existing colors and even if i don’t have any colors it brings them rainbow colors on to my model and when i export them to max they are still there!i cant paint on top of them after that ot if i do so before i create the normal map, it overwrites them. how do i fix this? this are the steps i have been following:
- Build up a very (!!) basic mesh in 3ds and export it to zbrush as an .obj
- After loading up your model in zbrush go to Tool-Geometry-Divide and add some more polys
- Start sculpting and further dividing as you wish until you’re satisfied
- Now switch back to Subdivision level 1 (Hit Ctrl-D)
- Tool-Texture-GUV-Tiles
- Go to Menu Texture and create a new one (4096px)
- Finally go to Tool-Texture-Normalmap and hit “create normalmap”
- To export both mesh and texture to work with 3ds you gotta flip the map vertically. To do so go to Menu-Texture-FlipV. Then hit export and save it as .bmp or whatever
- Last but not least Menu-Tool-Export save as .obj
everything else is working fine besides them crazy colors. i just need to give my model a simple material but i have to do it in z brush i guess because if i remove the map from the diffuse map in max everything changes! so…what should i do to get right of them colors?
it is working now. sorry about the silly question!