ZBrushCentral

Any one have a good solution of normal baking?

Hi there:
I’m a tester of 3D-scanning data.And Zbrush is a brilliant software that can display billions of polys.But I found a frustrating problem of normal baking ,here is the problem .

This is a Handy-Scan 3D data that contain 40million polygons.zb01.jpg
My plan is to creat Normal maps for this lowpoly model from the scan model .But Zbrush4 must bake the Normalmap from it’s own subdivision model .without a Highpoly model ,I even can’t use the spotlight to draw texture on models because of the low resolution .
I have tried the projectAll button and it cost me 4 hours to process, lossing some details by the way .I can bake normal maps by 3DMax or XNormal ,but these software can’t process our scan model .They have crashed when I imported the 400million polygon model .

I’ve searched internet for solutions and most of Zbrush users are sculpting details from a subdivided lowpoly model ,is there someone could help me out ?I don’t want to waste beautiful details of scan-model !

Thanks a lot .I will appreciate for your help !

Attachments

zb2.jpg

-make your background color 128, 128, 255.
-Make your document the size of the image you would like. (increase it by 1 pixel in both W and H) i.e. 2048x2048 should have a document of 2049x2049.
-drop the model to the canvas. (turn off EDIT or Shift+S for stamps)
-switch to the normalRGBmat
-pick the simple brush
-turn on M, turn off Zadd
-paint over the mesh.
-save out an image of the normal map.
-unwrap your mesh to match the images that you create of the views.

This should get you to where you need to be.

You can also do an alpha grab of the view and make a displacement map/bump map of the image and use Photoshop or xNormal to convert that image into a normal map.

Hi goast, thanks a lot for your reply .My english is not good enough to show my appreciation .

I’m a beginner of Zbrush ,and my Zbrush version is 4.0.I realized that you suggest me to "drop " my model to the canvas ,is that mean the project master ?I’ll learn that function immediately .

There is one more thing which confused me :The NormalRGBMat create a mat that is not a tangent normalmap, but I have tested yesterday .I want to put my lowpoly model in UDK ,or other VR platforms ,they can only display the right normal by tangent normalmap .How can I exchange the normalmap into tangent normal ?

Alpha grab is a function that I never seen before ,because I have started to learn Zbrush just 2weeks ago ,but I really appreciate for your help .

May I send email to you if you convenient ?

Thank you very much !:lol:

A Private Message would be fine.
You can simply drop the model without using projection master. Simply have the model in the viewport, and leave EDIT mode. This will “drop” the model to the canvas.

You can use xNormal to convert an object spaced normal map into a tangent spaced one. I believe photoshop also has the ability to do this.

To perform an alpha grab
>alpha>grabDoc.
That will give you a bumpmap/displacement map of your viewport.

Thanks for your advice .
I downloded xNormal yesterday ,the latest version is 1.37.1,I just have used it 1year earlier .I have to say :xNormal is awesome !This software figured all my problems .

Now I can use 2 different models to bake the Normalmap and by the way ,the 1.36version can export a polypaint obj format ,baking it to a base texture .

Now I have no problems of Normal baking from our scan data .Thank you very much !

Yeah ,I must apologize for my first post because I said the xNormal crashed .

This post may misguide the way of solution so I put my focus inside of Zbrush .At last I found that my xNormal crashed because I’m using a 0.8 version .But now ,everything is right when I updated to the 1.37.

Thank you again for your help ,I really appreciate that .:lol: