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Max > zBrush > Max UV probs...

Hey peeps!!

I seriously need everyones help here! Ive looked long and hard on the internet and forums but I cannot find the solution with my problem!!

Here are the renders of the problem:

prob1.jpg](javascript:zb_insimg(‘125922’,‘prob3.jpg’,1,0))

Basically I created the normal maps in zBrush and exported it back out to max and this is what happens, Below is a detailed workflow that may help tackle my problem haha!

Max created basic model
UVW modifier
Pelt mapped the model up and rendered the template for texturing later
exported to zBrush
zBrush subdiv 4th level
sculpted a high poly model
back down to 1st level exported to obj
created normal map through zmapper
flipped the normal map round in paint
imported into max
materials > bump > normalbump > selected bmp
selected local XYZ
assigned to model

and results are shown aboveee

Thanks for you help in advance guys!!

Attachments

prob2.jpg

prob3.jpg

you don’t need to flip your texture. If the normal map looks wrong in Zbrush, it is right in MAX.

check the model’s uvs vs. the texture inside of max. make sure that isn’t flipped.

also show what your normal map texture looks like, if you would be so kind.

For starters these two stages you did will lead to problems…

Flipping the normal map in paint will mean the normal map will display incorrectly, you need to do this at the creaton stage. There should be a preset option in zmapper for Max, use that.

Second, use tangent space mapping not local XYX.

I did those two steps because I followed a tutorial from this forum

I did a model without actually making the uv plate and just did the normal map and needed those two steps to actually make it work,

i attached the images of the model with the normal map working following those two steps without doing any type of uv’ing

yes.jpg

haha thank you for being so kind to reply!!

i uploaded it to here: http://www.sleepingg.net/v23.png