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Generating normal maps in 3DS Max from ZBrush Model

I’ve gotten into ZBrush recently for the purpose of generating complex normal maps for low-poly 3DStudio Max models. I’ve picked up the basics and I’ve completed a fairly detailed hi-poly model from a low-poly Max mesh, but I’ve run into the following problem.

After importing the hi-poly model back into max, I went through Ben Mathis’ normal map workflow tutorial (located here: http://www.poopinmymouth.com/tutorial/normal_workflow.htm)

I’ve gotten some normal maps out of it, but I’m less than happy with the results.

I put the normal maps into a regular texture’s Bump Map at 100 and applied it to the model. Here’s how it worked out:


Hi-poly model on the left, low-poly model in the middle, low-poly with normal maps on the right. The low-poly model should be almost identical to the hi-poly model, but not much of the detail is transfering over.

Here are the normal maps I generated using the above tutorial.


Have I applied the normal maps to the models improperly? Should I use another method to generate normal maps?

Hmmm… did you plug the normal map directly into the Bump Map slot of the material in 3DSMax? This will only read the grayscale value of the normal map and apply it as a regular bump map, which could be the problem.

In the 3DS Maps rollout for your material:

  1. Click the map button next to the word “Bump” to choose a map
  2. In the maps window that pops up, make sure the option “New” is selected on the left side
  3. On the right side, instead of selecting “Bitmap” select “Normal Bump”
  4. Now you will see the normal map options. Click the box next to the word “Normal”, select “Bitmap” and browse to your normal map file.

Try your render again. Hopefully that got the full normal map effect now.

In Zmapper make sure your using the Max tangent space best preset. This flips the green channel and makes normal maps look perfect.

Wayne…

@Dangalf - Ah, thank you! That gives me much, much better results.

@DarthWayne - I haven’t used ZMapper yet. These normal maps were made by 'porting the hi-poly model into Max. My machine only seems to be able to handle a model around 100,000 polys or so, so I’ve been thinking about looking into it for creating normal maps from higher poly models. I’ll be sure to keep your advice in mind when I get around to using it.