ZBrushCentral

messy normal map results

Hi again, thanks for the help so far guys!

So i tried doing a zbrush normal map and apply it in maya. I used zmapper and the maya_tagentspacenode_bestquality.zmp as my config. I also made it as a 2048 x 2048 map. But my normals seem to be comming up pretty messy, unless im perhaps expecting too much of normals and i should be using a displacement map instead?

I did a search of how the process is done, but im pretty sure im following the correct steps and still getting the same results.

Attachments

maya.jpg

zbrush.jpg

normal_map.jpg

You will always have problems with normal maps at the seams and on sharp corners. This is my philosophy with normal maps:

  1. Create the biggest UV “shells” you possibly can. This will reduce the number of seams.

  2. Straighten all edges of these shells, pixel snap them. What about stretching I hear you say…well with relax UVs and projection tools now in most apps, this is perfectly ok unless you are doing really low poly/texture work. These straight edges will reduce problems and also make them easy to fix.

  3. Use as much area of your bitmap for your UVs, this could mean stretching your UVs accross or breaking it up into chunks (but straighten and pixel snap edges of course)

  4. Avoid really sharp edges on your model, chamfer them if you have to, the normal map cant really handle sharp edges that well without issues.

Well, thats my workflow, I’m sure others have other useful tips for you.