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¸Generating normal map

Hey guys!

I didn’t work in ZB for quite some time, and now i see 4.0 out too. So i’d like to ask one thing. I have this very heavy model made in ZB, like 17 milion triangles (polys), and now i’d like to make low poly in maya.

The problem is, that atleast when i worked with ZB the last time, the only way to generate normal map as i know, was to have Mesh that had division level 0 (low poly) and then same mesh, but division level of say, 7.

The problem is, i have now this cleaned low poly model in maya (which is a bit different then ZB level 0 mesh), and i have high poly model in ZB. Is it possible to generate normal map from two different models in ZB that are not just different division levels? The alternative is to export that hugeass model, wich may simply kill maya, when i try to import into it.

So, what is the best method to aproach this? I always like to clean low poly mesh in maya, but that means i can’t just replace level 0 mesh in ZB.

Tnx!

Anyone, feel free to correct me on this, but I think you have a few options on this:

  1. load your original hipoly model in zbrush, then import maya-lowpoly into zbrush and append that to the subtools list. Store the morph target, subdivide a couple levels, and try Re-Project All (under Tools>Subtools) on the subdivided maya-model while having the hipoly model visible in the subtools list. you may have to re-project per subdivision level just so you dont kill your system will calculations from hipoly to hipoly projections, and be sure to play with the settings besides the Re-Project button.

With this method, you get to do the original process of going all the way to subD 0 and maintain the mapping coords like you’re used to before. Not only that, but you get to keep a model/project with just the single mesh that has everything you need packaged within (huge bonus IMO if you ever need to go back yet again).

  1. export the org hipoly model into a .obj (depending on your system, you may have to decimate the model just so you can export with the highest amount of detail and then export that version - though you’ll lose any polypainting done on it), then export your lowpoly maya model as a .obj, and use a 3rd party free app called xNormal to generate the normal/occlussion/cavity/etc.

Hope these ideas help.

Thanks a lot, #1 sounds like exactly what am i look for. Will try it out, tnx!