ZBrushCentral

Generating textures for original basemesh

Hi there,
I came across very interesting problem and I don’t have a solution for that, so maybe anybody can help me. Please.

I’m going to explain you everything. I have a base mesh, PolyPlane in my example. I sculpt some bulge on it. And finally I want to generate normal or displace map for the original plane. There the problem comes. First subdivision is now modified too, for sure. Is there any solution to generate it for original Plane?? I tried to store original as morph target but it modifies last subdivision too, for sure :(. Take a look at pictures.

Thanks for all advices, how to solve it entire in ZBrush. :+1:

[map_generation.jpg]

Before dividing the mesh, press Tool>Morph Target>StoreMT.

When you return to level 1 to create the map, press Tool>Morph Target>Switch. Be sure to press Switch again if you are going to return to higher levels.

If you didn’t store a morph target before dividing your mesh, you can use a different approach. Go to level 1 and store a morph target. Now press Tool>Import and load your original mesh again. This puts you at the same point where you can create your map. And of course you still need to switch to the stored morph target before returning to higher levels.

aurick: thanks man, I made a mistake because after loading original morph target I’ve checked higher subdivisions and so I destroyed it. Now displace is working, object normal map too, but tangent normal map with maya default settings isn’t counted correctly, it seems that it’s generating from correct mesh, but then result is looking like from destroyed modified higher subdiv.