ZBrushCentral

Beginner question: Why does the projected normal map looks weird in Maya?

hi,

i modelled a base mesh of a hand in maya. i exported it as an .obj and imported it in zbrush.
i didn’t work with UV’s in Maya, i only modelled it, exported it, imported in zbrush. after tweaking in zbrush, it looks like this (not finished, i will work on the fingernails later):

[<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

Just for testing, i switched to the lowest resolution, created a Normal Map (Zmapper -> create Normal Map) and exported the texture as a .bmp (Resolution 2048). I also exported the mesh (while in the lowest resolution) as an .obj. I imported the mesh to Maya, added a blinn shader to it and loaded the texture as a bump. I also smoothed the mesh then with 2 divisions. this is what it looks like in maya:

[url=“http://www.zbrushcentral.com/zbc/faq.php?faq=vb_read_and_post#faq_zbc_display_images”]<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>](http://www.zbrushcentral.com/zbc/faq.php?faq=vb_read_and_post#faq_zbc_display_images)

So, tell me what went wrong? I guess it has something to do with UV’s…^^

Need to repost your images–they didn’t show up. Try using PUV tiles (UV Map subpallet) before generating maps. Also, export your low-res mesh after you’ve run PUV tiles so that Maya has the right UV map when you import your .obj.

I can’t remember the rules for Maya, but you may need to flip your map vertically. Various settings for flipping normal maps are Preferences -> Importexport.

-K

hi, sorry for the images. here they are:

http://img688.imageshack.us/i/zbrushdocument.jpg/

http://img214.imageshack.us/i/handt.jpg/

I will try what you said when I’m at home. Thanks for the reply.

What version are you using here?

hi,

i’m using Zbrush3.

By the way, i tried what you told me. But, i didn’t found a “PUV Tiles” option, I only found “GUV Tiles” and “AUV Tiles” under Tool->Texture. I tried both of them but I still get a kind of that effect.

As you may have noticed, it’s my first time doing this. Do you have any other ideas?

Thank you for helping me here.

Can we have a look to the normal map??

Seems that you have to expand a little your texture’s edges to avoid those seams…

Try a higher “Seam overpaint” value in the Zmapper

You should upgrade to version 3.5 R2 on the PC or at least 3.2 on the Mac.