ZBrushCentral

Parts of Normal map Inverted

I’m not sure if this is the right place to post this, but I unwrapped my zbrush Trex model using Headus, imported into Maya to adjust the sizes of each pieces. When that was done, I imported it back to zbrush to create the normal map but it turns out some parts of the map is inverted. I tested it in maya, this is how it looks;

This is the original NM

Can you guys pls tell me how to fix this?

Attachments

nm.jpg

캡처.JPG

Are you rendering using Mental Ray? If so in the Render settings under the Options tab scroll down to Performance and make sure that the Maya Derivatives Check box is turned on. Let us know if this works. Good job on the modeling.

Sorry for the long reply.
Well it didn’t work at all, the problem is that extracting normal map from zbrush results in certain parts of the map getting inverted

Hi,
Are you sending your model to Maya with the help of GoZ? Sometimes I find that’s the best option to start with and then you could tweak the settings. I don’t know what else I could suggest. Here is a link to that you could check out

https://www.youtube.com/watch?v=ZuQGIKv5GNQ&list=PLF2EC42B41A2F9EFC

The problem is finally solved! The problem was with the UV I unwrapped it in headus then rearranged the size/position in maya before sending it to Zbrush. I fixed it by unwrapping it again in headus (this time I cut it in different places) and just allowed headus to arrange it automatically on its own. I placed it back in Zbrush and the normal map turns out clean!
It’s fixed but thanks anyway :slight_smile: