ZBrushCentral

Complete beginner - please help - problems with normal maps

Hello all

Firstly, thanks for having me. I’ve been trawling through a lot of the stunning work on here for a while, but have only now gotten a chance to try out ZBrush for myself. In fact I’ve been using it for just a couple of days, so I’m sure you can appreciate, I’m coming up against a lot of challenges and hurdles. Most of which I’m able to eventually overcome, due to the excellent help material out there. However, one of the areas I’m currently struggling with is normal maps. One in particular. I suspect it’s because I dived in without exploring rules first. I wonder where I’m going wrong…

I wanted to create a low-ish poly lollipop (that’s a tongue twister!) and use a nice normal map to make it stand out…

So…

I created a very fat torus in Maya, and imported it as an .obj into Zb.

(once I’d watched hours of tutorial videos on sculpting) I dived in and started shaping it

then (after many more helpful videos) I started on Polypaint. Doh, I hadn’t UV’d it, but hey, I can use PUVTiles right? That all seemed to work and I got to this…

Not amazing, but I wanted to see if I could go the next step and export it and back into Maya. I eventually did that, but if I applied it to the low poly mesh it looked awful, or even exported the lower subdivision versions. Even the higher one(which was too high poly for me to use for my purpose) looked poor and featured artifacts…

So after all that, I guess my questions are…

  1. is there anything I can do to salvage this one or at least improve it?

  2. what is the ideal type of mesh to go into Zbrush with and how close should it be to the final sculpted and normal mapped one?

  3. for the purposes of a lower poly object using zb normal maps to look higher poly, is it always best to create it in an external package such as Maya or is it possible to use something like the zmodeler brush and then export the lowest subdivision version as your low poly object?

  4. any other tips? especially for building something like this?

I know I probably don’t make much sense, but it’s only been a couple of days, and any help or advice would be greatly appreciated, especially a simplified explanation of the ideal initial mesh guildelines, or process.

Thankyou all! :slight_smile:

Bads

Attachments

Normals_Lollipops_Zbrush.jpg

Lollipops_Maya.jpg

You have another option available; your highpoly mesh can be completely different than the final lowpoly. This lets you create a sculpt however you need to regardless of its topology (so you can use things like dynamesh) and then you just retopologize / build a lowpoly mesh around it afterwards. The painted sculpt wont even need UVs. As a result, as long as you have something opened in zbrush, then its salvageable.

As for normal maps, I think you’re better off baking them in a different program. Different renderers treat normal maps differently, so you’ll more than likely need the extra control a program like xnormal gives you.