ZBrushCentral

Normal Maps (answered)

Right, I’m new to character modelling let alone ZBrush so go easy on me lol

Ultimately, I want to UV my character using UV Master and then want to create the Normal Maps but have ran into some problems.

In the picture below, the blue parts of the model is all 1 subtool but will eventually be different polygroups, the other colours (red, green and yellow) are different subtools.

Once I have UV’d them all they will all have their own texture space which is a problem when creating the normal maps as when I go back into Maya and combine the different subtools, I will have to re-organise the UV’s which will mess up the normal maps and will be a huge hassle resizing and organising them aswell.

I know it’s a silly question but is there an easier way? i.e. still keep the subtools but have them all on 1 UV space?

Thanks for any information :slight_smile:

ModelGroups.jpg

  1. Set all subtools to the lowest subdivision level. Make sure all subtools are visible. Each subtool should only be a single polygroup so back up your model first if you need to get rid of polygroups using Tool>Polygroups>Group Visible.
  2. Press Tool>Merge Visible. This will create a copy of your model with the subtools merged.
  3. Use UV Master to create UVs for the merged version of your model. Use the Polygroups option.
  4. Press Tool>SubTool>Groups Split. This will split the merged model into its original subtools.
  5. Use the Copy/Paste UVs feature of UV Master to copy the UVs for each subtool onto each subtool of your original model.

Your original model’s subtools will now have UVs that are all in the same UV space but don’t overlap. When you want to generate normal maps use the Multi Map Exporter plugin’s Merge Maps feature to combine the maps into one single map. (See the Download Center for this plugin.)

Thanks for the reply, I didn’t realise I’d have this much trouble creating the polygroups first, I also want the blue boxed parts of the model in polygroups with a smooth border, much like the demo soldier, any tips on how to go about doing this as when I try it, the groups have a gradient to them when i lower the SDivs not a solid colour with a smooth cut off point?

Polygroups.JPG

Thanks

How are you creating the polygroups? Note that you should create them at the lowest subdivision level.

Not to worry, found out a way by using Ctrl + Shift and Alt to hide and show geometry and grouped it that way, thanks anyway :slight_smile: