ZBrushCentral

max uv offset > zbrush normal map

am relatively new to z brush and dcided to try the normal map for max tutorial on zclassroom.

i followed all the steps in the video but no matter how many times i try with different normal maps i get
unusable normal maps.

my workflow images are in the attached pdf:
1.unwrapped in max and offset uvs to enable polygrouping in zbrush just like the tut said.

2.imported into zbrsh n polygroups r fine

3.turned polygroups into subtools using ‘grpsplit’ button

4.sudivided and added small detail 4 each subtool then went created normal map 4 the botttom(shorter) subtool.

5.normal map looks ok

6.created normal map 4 top part but…

7.normal map 4 this part is overlayed on top of the previously generated one(for the shorter part).

8.i turn off texture and do a uv check.it seems the 2 uv goups r on top of each other hence unusable…wtf…
this dint happen in the zclassroom tutorial yet i followed everstep!!

9.i try polypainting on this uv and the same thing happens.

NB without the offset uvs(4 polygrouping) i dont xperience this problem and everything is usually just fine.

i hope this isnt too noob
what am i doing wrong? please help me out.thnx
ive put the details in a pdf coz the images were too many

Attachments

nmap.pdf (402 KB)

When you offset the UV’s, you need to assume that all the UV’s no matter what region, are going to end up in 0,1 space. So when you lay out the UV’s make sure they both fit in 0,1 and then offset them. Right now you have the UV’s layed out in the exact same space accordeing to the 0,1 layout. This assumes, of course, you are trying to fit all your UV’s on one map. If not, just rip them all seperate and save out the map for each piece and adjust accordingly.

thanx 4 replying,

ur reply brings me 2 another qstn, how exactly do u go about ensuring that uvs are in 0,1 space like u said?:rolleyes:

thnx again