ZBrushCentral

Normal Maps Losing Detail in Maya/MR

It seems my normal maps from z brush are losing a lot of the high freq. details when they get to maya for rendering in mental ray. is there any way of increasing a normal maps potency in maya?

I have tried exporting with all different methods. it seems when I turn off smooth UV in Z but leave on tangent and adaptive I get the best results, but still not perfect. this is for a close up shot of a head and I kind of need it to be there.

anyone have any tips?

f~

I just checked it with hardware texturing and the detail is actually there. I guess some of Z’s materials can be misleading on how something will look. I use the basic white material when I work. Any ideas on why it looks how it should with hardware texturing turned on in the viewport but it gets subdued in the render?

You can pump up your normal maps a bit with the “OffsetActions”
action for Photoshop. This thing works great not only for giving your
normals a bit more punch, but it’s also scripted the proper method
for compositing normal maps together! I couldn’t remember where the Dev website is, but here’s a link to a download:

http://www.game-artist.net/forums/support-tech-discussion/10058-normal-map-speckle-3.html