Well, i can’t carrying working a this level if finally i’m gonna get this poor results, let’s start:
Yes, I know that Zbrush is organic modeling oriented, but I’m really “rockcod”.
This is the Zbrush model:
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Oh, man, this last one is a bad cross between the first beauty and the batman’s joker!. This one is dumb cousing of the first!.
Sculpt, go to Zmapper, choose best tangent space for maya, create the map. Export it out of Zbrush, loads it in maya in the bump slot like a “Tangent Space Normal”.
I forgot some step away?.
Exist a way to fix it?
People, when I need add detail to a low model, I hate subdivide, if at least the original version remains really equal… For that reason I directly paint in a high texture with Projection Master with fade, but for this simple things, this little bumps, I’d like the Zmapper’s bump to normal mapping feature works. I’m sure this way would be deformless way…
Why we want up to 30 millions of polygons (Mdbx), when we cant store perfectly 6?
It will be possible fix this before 3.5 release? Pleaseee, c’mon, you’re really goods, please plis, plis… You can avoid things like this post… or this other: http://www.zbrushcentral.com/zbc/showthread.php?t=67246
Let me take it with humor at least… :(
small_orange_diamond
small_orange_diamond:D
small_orange_diamond
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