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Problem with normal map GoZ/Modo

Hi, i have a problem with a simple low poly barrel i modeled and uv’d in modo:

[modouv.jpg[/ATT]%3C/font%3E"](arr, adding images seems not to work, neither attachment, nor inline, so here are the url's to the images)](http://%3Cfont%20color=%22#9A9A9A%22%3E[ATT=220826)

http://93-interactive.com/img/goz/modouv.jpg

I then pressed the GoZ button in modo and detailed it in zbrush: http://93-interactive.com/img/goz/zbbarrel.jpg when now going to lowest subdivision, create a normal map and press GoZ in ZBrush, i get the following result in modo: http://93-interactive.com/img/goz/wrongresult.jpg The ZBrush generated normal map seems to be totally wrong: http://93-interactive.com/img/goz/Barrel_NM.jpg I also tried to delete the UV's in Zbrush and make new ones, which improved the result, but it still was wrong. How can i get this to work?

Attachments

modouv.jpg

hm, i noticed a little detail which could have something to do with it.

If you look at the modouv image, i have added some edge loops very close to the corners to keep the edges sharp on subdividing.

If i now subdivide the model in ZBruch, it alters these lines, so on the lowest possible subdiv level, they are significantly moved away from the edges.

Does ZBrush also alter the uv coordinates accordingly?

These edges are there only for ZBrush and i want to remove them again later, can i prevent zbrush from tampering the lowest subdivision level?

ok, i redid the uv’s in modo and now it works… problem solved so far (although i have to do all zbrush work again and hope it works this time)… if you also had this problem and found out whats going on let me know. The original uv’s did look fine and did work in modo, but somehow they seem to caused a problem in ZBrush.

I am having some seriously weird issues with Modo/GozBrush with Displacement Maps/Normal maps too. Kinda frustrated with it now :stuck_out_tongue: Can’t find a single link which has a complete detailed pipeline :expressionless: