ZBrushCentral

Normal map issue Maya from GoZ

Hahaha Right on, so here is this that I have to share, Went to render my little goblin guy in maya and this is what happened…

A result I am sure of some step that I completely missed? did I forget to reverse something or rather?

And is there a better way of sending highly detailed models from zBrush to maya WITHOUT using Normals or displacement maps? I have a disliking for those right now.

Thanks:D

-Tyler

Attachments

GoblinMan.jpg

I have no idea what you did there. That looks like displacement, not normals.

If my mesh doesn’t need to animate I tend to decimate it and import that.

If you outline the steps you took and settings you made, it would help someone to give you advice- there’s a lot of variables involved. The Disp and Normal maps are needed to transfer your sculpt information back into Maya for rendering, and there are settings within Maya that need adjusting to improve your render. I would say that you need to adjust the Maya Approximation Editor settings for starters. Pick up Scott Spencers book on character sculpting- he explains the process very well

Thanks a lot TedG! I will look into getting that book, I fixed the problem, but next time I will explain the step by step process a bit more