ZBrushCentral

Normal/displacement map deformation problem !!!SOLVED!!!

Hi there

I have a problem with getting proper normal and displacement map. I tried to bake them inside ZBrush and xNormal, but the result is still the same - deformed map, which does not fit UV in proper way. It’s first time i encountered such a problem. I’ll show it in pictures:

  1. This is my project - sword

  2. Here you can see middle part of the sword in highpoly (smooth edge) and lowpoly (sharp edge).

  3. Here is the result normal map, 3D view from xNormal and comparison with UV map inside Blender 2.60

  4. And it is not just this part of sword. Normal map of blade is also weird. I didn’t try other parts yet, but i guess it’s gonna be the same issue. Here are pictures for the blade. In first two images you can see that polygons are ok. Third image is showing normal map and you can see there a lot of errors.

Any ideas? Thank you :slight_smile:

Attachments

ZGrab08.jpg

ZGrab09.jpg

cepel_normals_normals_normals.jpg

The first few images don’t appear to be showing up, and it’s hard to see any errors when looking at a normal map alone.

What method are you using when baking the maps? Make sure to separate both halves so that you’re only baking one in that space. Each half will also probably need to be in their own smoothing groups. I’d also recommend adding more padding if you don’t have it, especially where your UVs are slanted at a 45’ angle

Thanks for advice. I found out how to fix it. The blade has two sides (UVs) and those sides were overlaping - so no big deal. The second part of sword needed few more loops close to the edges. Here is result (3D view xNormal).

Attachments

1.jpg