ZBrushCentral

another problem with normal map

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:

  1. Build up a very (!!) basic mesh in 3ds and export it to zbrush as an .obj
  2. After loading up your model in zbrush go to Tool-Geometry-Divide and add some more polys
  3. Start sculpting and further dividing as you wish until you’re satisfied
  4. Now switch back to Subdivision level 1 (Hit Ctrl-D)
  5. Tool-Texture-GUV-Tiles
  6. Go to Menu Texture and create a new one (4096px)
  7. Finally go to Tool-Texture-Normalmap and hit “create normalmap”
  8. 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
  9. 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?

i think i actually figured it out. that is 2 different things i can just apply one texture on the diffuse slot and then create a normal map and put this in to the bump slot :slight_smile: it is working now. sorry about the silly question!