Hey all, I am pretty new to ZBrush, and I’m having an issue where one side of my mesh seems to be inverted when I apply my normal maps. I created my low poly mesh in 3D Max, and I used both ZMapper and XNormal to export my normal map, and both apps had the same result.
I am using a mesh with mirrored UV’s. I’ve heard this can be problematic if it’s not set up right, but I’m not really sure the right way to set it up.
When I discovered the problem, I tried deleting the bad half of my mesh and adding a symmetry modifier, and also just mirroring and reattaching the other side. Those didn’t work. I also tried importing the remade mesh back into ZBrush as my low poly, but the mesh exploded when I tried going back up the subdivision levels.
I’ve heard that ZBrush uses vertex numbers for the low poly, so I guess that’s probably why the mesh exploded when I brought in a rebuilt low poly mesh.
I’ve found snippets of information in forums about this problem, but not enough info to be useful.
Have any of you out there dealt with this issue?
Thanks!!
