ZBrushCentral

In need of a little normal map and base mesh guidence

Hey,
I started using Zbrush a week ago its amazing but I’m having problems when normal mapping. I’ve sculpted a squid type creature that I’d like to rig and animate for a game. I’ve sorted the uvs but every normal map that I create in z brush is just flat blue… I’ve also exported a low res mesh and a high res decimated mesh into maya in order to transfer the maps but the normal map seems completely off with seams all over the place…

Is there anything that I should be checking in Zbrush before I export? and is there a particular requirements for the base mesh?

Any help is greatly appreciated,

C

Did you flip your normal map vertically? This needs to happen for Maya to read it correctly.

Cheers,
Unislash

Yeah it’s been flipped vertically… I’m wondering if the base mesh needs to be be relatively smooth do you know if there are particular requirments for the base meshes?

C

what are your export settings? what does your unwrap look like? what does your mesh look like at low and high subD levels? are you sure you have your UVs inside of Zbrush?

I’ve managed to get the normals form z brush although there still looking awfull in the game engine and in Maya.

The export settings are set to qud, mrg and grp pressed. I’ve got the uvs in both Zbrush and maya. I exported a low poly model and deminated teh High poly and Exported it… both models were exported as a whole, could this create problems?

As you can see in the Low res(I’m aware that there are still way to many polygons for a game engine) textured and normal mapped image the Normal mapping isnt matching up correctly its as its revesering normals at uv seams … I’ve also attempted to invert the G channel in photoshop this fixes some of the seams but causes others to mess up.

Im currently remaking a low poly mesh in maya… In an attempt to solve the problem…

C

hey buddy, if you are having trouble with it in zbrush might i suggest using xnormal to make the normal maps, its very good, i use it all the time and have no trouble at all. its free and there are tutorials for things like that on the site. gd luck

the problem is coming from your unwrap. not the normals. you should split the head down the back. And your normals look fine in the images where you flipped the green.

I’m going to spend the day trying to get this fixed I’ll upload the results asap, thanks for the info I’ll try both methods.

Cheers C

Are there any considerations that I should have when laying our the uv’s?
Also image that looks suitable is the decimated mesh with a texture and not the low res mesh.

C

Ok I’ve split the Uv’s and re created a better Low poly mesh, the normal maps looks alot better but still seem to get weird seams around the Uv islands… I’m assuming that this is the texture rather than the normals.

From the looks of it you need to do some more research into how normal maps actually work in a game engine. If you understand the tech behind it then you can also understand the limitations that occur when using tangent spaced normal maps. There are always seams. Always. The real challenge is hiding those seams in areas where they aren’t noticed. The orientation of UVs is also extremely important when using tangent spaced normal maps.

The image I attached is showing you…to a degree…how normal maps work. If you re-orient your pieces so matching seams have inverse vectors (if one seam points mostly down, the matching edges should point mostly up) then you should be able to reduce the seams on the legs, head, etc. This doesn’t mean you can’t reorient pieces to maximize UV space, it just means you’ll have more work to do swapping the green and red channels in the normal map to reduce the seams later. If the seams are linear along either U ®, or V (G) then you can remove every seam, but at the cost of texture stretching (usually). Again it all comes back to some give and take. Every AAA title out there has a seam on the character (Gears of War, Assassin’s Creed, Little Big Planet, etc) every game. The question is, does the end player notice them? Just because you can see them, doesn’t mean everyone else can.

Anywho, when checking your normal seams, and trying to show others the problems you’re having, don’t have your diffuse map turned on. Like you said, the seam could be caused by your diffuse, not your normal, and we wouldn’t be able to tell because you’re giving us too much information at once.

Anyway, I hope this helps.

normalSquid.jpg

Thanks for that post goast, I hadn’t thought about normal map orientation like that. I’m sure it’ll help troubleshooting problems.

Back to cod’s problem, I notice you don’t seem to have edge padding on your diffuse map. Go into the UV Map menu and turn UV Map Border up to 2-4 and see if that improves the seams.

Hey guys thanks for the help it’s much appreciated. I’ll try all this out 2day… and post my results 2night.

C

I resclupted the mesh using a new base mesh and set the uvs out as you described and everythings looking awsome! thank you very much!