ZBrushCentral

Complex Normal maps to MAX ??

Hi there.

I have a somewhat strange problem using zBrush with max. Ive built a model that should get a normal map in max, so that I can have short render times when the creature is in the background. I know how to use displacement mapping, but I dont want to subdivide the model at all, I just want the normal map information.

Alright, I have my model UVed in zBrush, using AUVTiles. The Texture looks fine in zBrush as well as in MAX, so I guess MAX gets the mapping right when getting the model from zBrush.

High Detail:
high.jpg

I import the models back to max using .objs, with standard settings.

Hope someione can help.

Attachments

low.jpg

bumpProb.jpg

normal Prob.jpg

You will most likely want to wait for the ZMapper release before you get too deep into normal mapping with Max. It’s talked about in the Roadmap to ZBrush 2.5 thread, found in the Main forum.

Thanks for the quick answer. I had hoped to find a workaround.

I would use max to calculate the normal map, BUT I cannot export my detailed model as an .obj file, as zBrush keeps telling me I have to little mem (strange, as I have 2 GB). The model is about 2.5 million Polys.

Any suggestions?

Here’s another work around you could try.


  1. Export a tangent space normal map from Zbrush.
  2. Export your detail/bump map from Zbrush.
  3. Generate a new tangent space normal map on your low res model in Max with “render to texture” using the detail/bump map in the bump map slot of your material. (you can actually use anything in the bump map slot and it should show up correctly in your normal map. Try a test generating a normal map on a sphere using a procedural noise bump map. It’s pretty cool!)
  4. In Photoshop, take the Normal map you generated in Max and layer it on top of the one you exported from Zbrush. Set the blend mode for the top layer to “overlay”, and BAM! Nicely detailed tangent space normal maps.
It’s a little bit of a pain, but it doesn the job. Also keep in mind you have to use the “cage” method for generating the normal maps in Max. It won’t let you generate T-Space normal maps without it, just world space.

This should tide you over until the Zmapper plugin is released.

~Mike D.