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Extracting Normal Maps

Hello Zbrush community,

Is anyone out there familiar with the workflow of separating a model into several different pieces, importing those pieces into zbrush to sculpt individually, and then exporting all those pieces as hi-res meshes back into Maya, and then extracting the normal data from those hi-res pieces onto one map to apply to a low res model? If anyone is familiar with that workflow then please post, or contact me at [email protected].

Thank you greatly for your assistance.

Casey

Why don’t you simply assign different groups to each part, then import into ZBrush and press Tool>SubTool>GrpSplit? Or you could export each part as an OBJ and then use SubTool Master to load them all at once as separate SubTools.

After that you can sculpt and detail each individually while still seeing their context relative to the other parts of the model. When done you can use ZMapper on each SubTool to create normal maps, then export just those from ZBrush.

Hey Aurick,

Thanks for the reply. I actually did take them into Zbrush separately as subtools, and sculpt individually, but I had heard of a process where rather than generating normal maps from Zbrush and using those on your low-res mesh in Maya, you actually export objs of the hi-res mesh from Zbrush and back into Maya and then you do something to where you extract that detail from the hi-res meshes to put on your low-res. That’s the process I’m trying to learn more about. Somebody else had gotten me started on it, but didn’t follow through with helping me on that process, so now I’m stuck. Thanks for your suggestions!

Casey