ZBrushCentral

Normal/Displacement Map Woes..

Exporting maps from ZBrush for use in Maya with Mental Ray.

All my normal maps are picking up the base mesh poly edges and transferring them onto the final renders? Never had this problem before, wondering if there is something in my settings I’ve changed inadvertently.

Displacements are working OK, having real difficulty getting the fine detail across to maya tho… grabbed some images to explain:

Here’s a close up of the NM - see the poly edges from the basemesh?

Previously the Normal Maps were working fine, but the displacement maps weren’t agreeing with the model’s AUV tiling. I’ve flattened the UV’s and the displacement maps are reshaping the form fine - can’t get any of that fine detail across though.

Check the orig post at CG Society for more info/images - http://forums.cgsociety.org/showthread.php?f=46&t=1135779

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