ZBrushCentral

Combining SubTools and Making a Normal Map

I have made a model using 3+ SubTools for the skin texture. ( It is a featheresd texture and I had been working on the Bird of Prey Tutorial by Joe Lee http://www.3dtotal.com/tutorials/bird_of_prey/

Now I want to generate a Normal Map. My question is, should I combine the SubTools first using the MutiMarkers? If so, then I will have geometry that is unable to more through the division levels, either up or down.

Also I wonder, will my Normal map be able to fit on the original, lo res model which having not been textured is a bit smaller having less poly faces?

If I understand your question correctly, I would save the low res model separately. Then I would combine the subtools into one model using SubTool Master (no need for multimarkers). Now use ZMapper to project the details from the combined mesh to the low res mesh, creating a normal map. Instructions for how to do that are found in the ZMapper section at www.pixologic.com/docs

Thank you for your idea and the link.

Hitherto I’d been trying to get where I need, using the Insert Mesh feature ( as seen in the tutorial; http://www.pixologic.com/blogs/ryan/2008/02/12/how-to-combine-a-model-in-zbrush-insert-mesh/

Now that I’ve tried the SubTool Master Merge, I am very happy about it’s overall funcion. However in using both techniques, and with the memory levels set to their limits, the model is becoming just too heavy and it crashes ZBrush.

Next I’ll try merging while at a low res using SubTool Master.

Using the Insert Mesh, I was able to save the model I want. My main concern is that after having combined the subtools the geometry will have changed so much from any original mesh, that I wonder if the Normal Map I create with the HiRes-combound-Mesh, will adhere to a similar but-definately-not-original LoRes Model?

I’ll send a better discription, perhaps replete with images if it’s neccessary. Thank you again.

I have come up with a Hi Res model, combining my three geometries using both the Insert Mesh Tool and the SubTool Master. The result is a pretty massive 9 million polys.

I took the same three Subtools and after combining them at their Lowest Res, I exported them into Maya and detailed them to make sure the whole thing is quads. ( I’m rendering with Mental Ray.) I also UV’ed the smaller model after having brought it into Maya.

I would like to create a Normal Map using the Hi Res that I can fit on the Lo Res.

So far ZMapper informs me that Hi Res Version has too many polys and needs to be brought down to 500k.

Is there a way for me to create a normal map using the above mentioned? HiRes.jpg

Attachments

LoRes.jpg

I’ve successfully made a normal map from a 15 million poly model. Could you describe the exact steps you’re following?

Also, what are your system specs, and your Preferences>Mem settings?

After having read you last post I tried a different approach.

I have three seperate models that I’ve tried to combine into one. The problem with this has been that the model will no longer SubDivide as there are no SDiv levels. Reconstruct Subdiv doesn’t work either. So I am unable to lower the SDiv level to where I can project a Normal Map.

However, by mapping the Tools individually, the Normal Maps generate fine. (The models are initially the same with different detail on each.)

Will I be able to combine the three normal maps at all?
ThreeTools.jpg

Does each part of the body have its own space within the normal map’s UV’s? If so, then yes. You can create the three normal maps and use Photoshop to combine them.

The seperate peices would overlap if I were to use the whole things since the details are created over the same base model.

Image#1 = Feather texture on the model
Image#2 = More feathers textured on the model
Image#3 = Scaly skin textured on the legs.

All using the same base-geometry.

Would it be okay if I were to directly line-up the overlapping peices, ex. the legs or mouth areas, in the UV layout?

I’ve tried masking , for example the legs on Images 1 & 2, and using HidePT and Deleting Hidden, to be able to have correctly lined up, yet not overlapping geometry with Image 3. However using this technique after having applied all my texture, I lose about 1 or 2 of my top SDiv levels. Plus, the idea of masking and deleting geometry to prevent the peices from overlapping couldn’t be used between the 1st and 2nd image’s tools. The feather texture is too close. It overlaps and couldn’t be masked accurately.

Is there still a way to create a Normal Map using the three peices?

aurick,

Thank you for all your help. I’m retexturing my model.

I appreciate your time and support.

Thank you.