ZBrushCentral

normal mapping sadness

having some issues getting this detailed model out of zbrush and into maya. Well, really just out of zbrush. So, I am very happy with my sculpting. Its a tree, the mesh is fairly large and there is a good amount of detail in the bark. Is it maybe having trouble mapping these little details because the mesh is large?

I have tried the usual suspects in zmapper: pumping up the raytracing max scan distanceamount, the samples, subdivision. I decreased the raytracing patch size, and tolerance. I also tried importing the saved configuration of: “maya best quality”.

None of it makes much difference and at the end of the day it still looks bad.

I am wondering if it is the UVs as they are not the best (not the worst either) so I tried letting zbrush assign UVs with both GUV and AUV tiles, with no real difference.

ummm…little help? any ideas?

thanks

LR

How large is your texture map and how many polygons does the model have at the highest resolution? The number of polygons should be about equal to the number of pixels in the texture. (Computed by multiplying its dimensions.)