ZBrushCentral

Normal Mapping Zbrush > 3DSMax

Hi everyone, been a while since I posted anything on here so hello again. Anyway, just picked up my tools again, so-to-speak, and trying to get a grip on Normal Mapping from Zbrush to Studio Max. I have searched for tutorials and found a few things that helped a little but nothing conclusive.

My system spec:

Intel Core2Duo E6600
2 GB RAM PC3200
Radeon X1950 XTX
500GB HDD

Software:
Studio Max 8 Service Pack 2
Zbrush 3+ (Not sure exactly which version as I’m at work)

So far this is what I have done:

Created low-poly model in Max and mapped UV’s. I used pelt mapping, which I have recently read is not very good for game model production, but it is pretty fast and that works for me right now, especially as I don’t want to spend too long messing about. I just need a solid understanding of the processes required in order to achieve good reults.
Ok, so UV’s mapped I broke the model up into smaller parts so that I could work on them one at a time in Zbrush and maximise geometry subdivisions.

I then sculpted the detail, using several subdivisions and then once happy with it proceeded to create a Normal Map.

Now it is at this point that I think I may need some assistance as I am not really sure what I am doing. I have Zmapper and have managed to export a Normal Map but it gives poor results in Max. This is most likely due to settings in both Zbrush/Zmapper and Max so I will try to deal with them one a t a time.

Zbrush/Zmapper: I use the basic settings for this, using tangent/space for the type of Normal, increase the cavity a little and then hit Create Normal Map. Success, normal map created. I then flip it and export for use in Max, saving as a PSD file. (It offers TIF and BMP too but I’m not sure if I should use a particular one?)

So Zbrush done I move to Max and assign the Normal Map to the Bump Map on my material. I then select Normal Bump and choose my recently created Normal Map PSD. I leave the settings as pretty much default and hit render.

The results are pretty poor. Now I have tried flipping the green (under Normal Settings) but this was the same. Setup is just default scanline renderer, 1 x Omni and 1 x Skylight. I tried bumping up the bump and normal bump values but this had no effect. So, I tried Vray renderer with Vray materials and lights and this improved things a fair amount but nothing close to some of the renders I have recently seen on here.

Phew…have I run out of words yet?

Perhaps someone can point me in the direction of a good tried and tested tutorial for Zbrush/Zmapper >> 3DS Max Normal Map creation as I am struggling quite a bit.

Anyway, many thanks in advance for any replies. If I need to post screenshots just ask and will do so when I get home

I would use a direct X material and view them in your viewport. Ben Cloward has some really nice shaders for displaying normal maps in max give that a try over using the normal bump. This will give you a better representation of what your model would look like in a realtime engine anyway over a render

http://www.bencloward.com/resources_shaders.shtml

As for the pelt mapping it generally wastes a lot of UV space which could be used for getting a better resolution out of your texture but if it is just for testing you should be fine as long as your UVs don’t overlap.

Hi Malc and thanks for the reply. I’m not sure if I’m ready to venture off into DX shaders yetbut I have bookmarked the site link you posted as it looks like a good one for the near future.

Ideally I want to be able to get my hands on a tutorial or two that goes through the process so that I can get a grasp of the basics. I think I have managed to create the normal map OK as that seems pretty straight forward but it’s perhaps the setup in 3DSMax that I’m struggling with.

I’m guessing Normal maps work fine with standard lighting in Max and don’t need to be Vray lit? If so, do you know of any tuts that explain the process and maybe include lighting rig tried and tested setups?

Once again thanks

the DX shaders are simple to use you basically change the standard material to a direct x material.
Load the .fx file which you can download from Bens site.
Then just add your texture maps as you would a normal material.
and that is all there is to it really since you are not having to write your own shader.
Just add an omni light to your viewport

you could also try viewing your model in xnormal or marmoset which will allow you to view them in realtime with the normal maps

http://www.8monkeylabs.com/archives/171

http://www.xnormal.net/1.aspx

Hi again Malc, I tried a couple of the DX shaders from the link you posted but clicking render doesn’t do much. It does show in the perspective viewport though, which is what it is supposed to do I guess? I think my initial post may have confused matters somewhat as I mentioned modelling for game characters. I’n not actually making anything to actually place in a game or mod just yet, I just want to be able to know how to use normal maps to increase a low-poly models detail etc.

From what I have read so far, the normal map should be applied to the Bump Map and then Normal Bump selected but the results I get are not great.

I’m currently using a V-Ray lighting setup as that is the only way I can seem to get the Normal Map to actually work.

Can you recommend any totrials that cover the basics but give good results and not using DX?

Thanks

Ah sorry my misunderstanding then. The direct x shaders are for viewport display. For rendering you may be better looking at displacment maps and just using normal maps for smaller details and surface details in your render.

I don’t really use Vray but did a quick google and found this which may help. I remember a while back there was a really good tutorial posted about using displacment maps from Zbrush so it may be worth do a forum search as well.

http://vray.us/vray_tutorials/vray_displacement_mapping_tutorial.shtml

You list 1xSkylight and 1xOmni. Delete the skylight and you will see considerably better results. As a rule, dont use a skylight with normal maps as the raytrace will trace the actual geometry of the model. As for Zmapper and Max, i suggest searching these forums or the net for the 3dsmax8modifiedE.zmp configuration for Zmapper. This has pre-set values for optimal normal map creation for Max. After you start ZMapper, theres a button on the interface for Open Configuration. When you select this you can then point to the 3dsmax8modifiedE.zmp configuration and will see the values then set for you. Make sure that you have the Y channel (green) flipped negative as max inverts that channel. As for the actual use of the normal map in max you are correct in selecting the Bump slot, the selecting Normal Bump then placing the normal map there. If the intensity needs adjustment, make sure you adjust the spinner in the normal map slot rather than the bump slot. Anyway, if after taking out the skylight you continue to get poor results, post some renders so we can assist further.