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please help // very basic zbrush 3.5 normal / displacment map workflow

hey guys,

can somebody please help me go through a very basic displacement and normal map baking workflow in zbrush 3.5? all the tuts out there deal with the zmapper and since it is no longer and i’ve never used it before i would appreciate some direction.

here is my curren’t worflow with C4D. i am probably doing a lot of things wrong. but anyway. weeks of trying brought me to this. please feel free to correct me :slight_smile:

1.) model the basic mesh in C4D / set up uv’s in C4D (unwrap)

2.) export via riptide (pro)

3.) import into zbrush 3.5 / draw on / edit

4.) i store a morph target (just in case)

5.) subdivide the mesh (usually 7 levels)

6.) adding detail (fun fun fun fun fun)

7.) go back to subdivision level 1 / tool > displacment map >

adaptive - on
dpsubpixel - 4
smooth UV - off
Flip V - on
32bit - on

hit create and export map

8.) go to subdivision level 6 (one lower than the highest one) / tool > normal map

adaptive - on
tangent - on
smooth uv - off

hit create normal map
hit clone NM

flip v the texture and exporting it

9.) exporting mesh from zbrush to c4d

10.) import mesh via riptide

11.) applying maps

displacement looks good
normal map detail looks ok

***my displacement map is usually very very bright but works after i modify brightness and constrast. what is the problem with that?

i appreciate any help, tips, recommendations, …

thanks a lot!
best
flow