ZBrushCentral

Applying normal maps in Max

hi, i am a beginner. i have a problem in using the zbrush.

can any one explain to me step by step how we can apply normal maps that we make in zbrush to 3ds max?

i have watch the tutorial video from you tube etc, and i have try it many times but still fail.

i hope that anyone can reply me ASAP, because i cant wait to learn.

Thank you veryyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy muuuuuuuuuuuuch:D

I will write up a tutorial after I finish work today.

----- In Zbrush -----

  1. generate your normals in Zmapper.
    ----- In MAX -----
  2. Import or open the object that you will be working on.
  3. Open the material editor “m”.
  4. Apply a new material to the object.
  5. open the maps rollout inside the applied material
  6. Find the “bump” slot and change the amount 30 to 100. Click on None.
  7. Select “Normal Bump”
  8. Inside the Normal Bump apply the normal map to the “Normal” slot.
  9. Render the object to check the normals.

That’s it.

thanks.
i have a question.
i have try it with a simple shape such as sphere and it works fine (for experiment).
but when i try it to the head modeling that i made with the way that you told me. the normal map became weird.

i am using the AUV for normal maps.

do you know what is the problem?

thank you again

Attachments

face.jpg

AUV is the problem.

AUV’s work fine for bump and displacement maps, not for tangent spaced normal maps. The less seams you have on your UVs the better. When you AUV tile every polygon is basically broken so you end up with what you got on your dude there. You will need to actually unwrap that model to use normal maps on it.

ow is that so.
but i still dont get it when it have to involve unwrap to apply normal map.
i just know how to apply color teksture with unwrap but dunno how to use unwrap with normal maps.

well, thanks by the way.
sorry that my question become more complex.

Your unwrap (UVs) are associated with the polygons of your mesh and with little exception are the same for all textures that are applied to the mesh.

In short… the same UV layout is used for all textures.