ZBrushCentral

Problems with NMs and Zmapper

Hello.

I’m having problems with creating normal maps for a low poly brick wall.

I created the texture in Photoshop, put it on a box model in 3D Studio Max, adjusted it with UVW Map (the V Tiling has a negative value and is flipped). I then added a UVW Unwrap modifier, then I added Edit Poly and divided the mesh to 24 tiles in one direction, 18 in the other and exported it to Zbrush. In Zbrush I divided the mesh (without smt), applied my texture (flipped it vertically) and then sculpted it. When I finished it looked like in the 1st image. I then cleared the texture and started Zmapper, loaded the 3dsmax8modifiedE.zmp (I also tried 3DS Max7_ObjectSpace_BestQuality.zmp and ended up with the same result). I hit the create normal map button and ended up with those stripes running through the centre.

I tried changing several things and resculpted the thing several times ending up with the same thing (I tried leaving the UVW in it’s original position, offseting it and a few more things). I searched the Support forum for an answer but got none. Please tell me what I’m doing wrong.

I’m using Zbrish 3.1 and 3d Studio Max 9.

Attachments

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You might try running Texture -> UV Check in Zbrush to make sure all of your UVs are in good shape before running Zmapper. Also try Zmapper with the default settings first.

what does the UV’s in max look like? Have you collapsed the stack after adding a UVW to it?

jbuck: I never tried UV Check before so I am not sure about the result: it simply turns all red. I tried Zmapper with the default settings and once again got the stripes running through the middle.
goast666: collapsing the stack also didn’t make a difference. The whole “Edit UWVs” in Max looks like a simple rectangle, that’s placed beneath the bounding box.
Nevertheless thank you very much for the replies. Any more ideas are most appreciated.
PS: I also tried “Reset Xform” and collapsing and that also didn’t work…
Could anyone tell me what options I should choose in the dialog box while exporting to OBJ from 3d Studio? Maybe that’s the problem?