ZBrushCentral

Need help with Weird Normal Map Creation Problem!!

Hey guys,

ive just finished modeling my normal and displacement maps in zbrush and started creating the normal maps when I got this weird result with the face map. For some reason im getting this stretched negative artifact across my normal map! im pulling my hair out over here trying to fix this, Ive checked my UV’s and none are overlapping or unmerged…

below are pics of my layed out uv’s, normal map and the maya render result.\



One of your UV vertices has snapped to 0,0 in UV space. I am not sure what causes this (have never experienced it myself) but I do know it is fixable.

By importing your original model into subdivision level 1 you can replace the UV data. As this also replaces the geometry at level 1 you will need to perform a couple of extra steps.

  1. Go to subdivision level 1 and store a morph target. Tool > Morph Target > StoreMT.
  2. Import your original model with your original UVs into subdivision level 1.
  3. Press Tool > Morph Target > Switch to revert back to the modified geometry of subdivision level 1.

Now you should be able to create a normal map without the UV artifact.

A Morph Target only stores the vertices of the geometry not the UVs but importing replaces the vertices of the geometry as well as the UVs. That is why you need to perform the above steps.