ZBrushCentral

Problems With Normal Map

Hellow Guys:)
I am a newbie to Zbrush & hope it could be taken as an excuse to my noobish questions.:wink: Here are some WIP images of a character that I am working for a recent project. Its my first attempt with Zbrush.:rolleyes: Did the base mesh in Maya & I am done with the texturing & sculpting for this. Used polypoint for generating color map & it works fine on the model after I exported it back to Maya. But now, I am geting some wierd artifacts with the normal map around the eyes which I believe is due to the lack of loops around it.:frowning: So, added some loops to the base mesh & I am now looking for some ways to load the same color map & sculpted info on my updated mesh there in Zbrush. There isnt any great changes made to the UV layout of updated mesh. Its gonna be of great use if someone could suggest a working solution to this issue.:confused: I am using Zbrush 3.5 R3. Thanks in advance for looking into my problem.

1.jpg

Attachments

4.jpg

2.jpg

5.jpg

One option is to go to level 1 of your model and import the new version. ZBrush will see that the topology has changed and will ask if you’d like to transfer high resolution details to the new topology. Say yes.

Another option is to import the new version as a separate model and append it to the first as a SubTool. Divide it to the correct number of subdivision levels. Turn on ZAdd and Rgb in the Draw palette, set Tool>SubTool>PA Blur to a multiple of 8, then use Project All to copy the details from the original model onto the new one.

Thanks a lot aurick, for your quick & effective response.:slight_smile: I was caught in a dead end & even thought of re-doing the whole stuff if that doesn’t work. Thanks for saving my time & giving your valuable suggestions. The issue is resolved after I imported the updated version & got all the details transferred on to my new mesh. I exported the maps back again to Maya & it works fine.:slight_smile:

There’s another issue which I find while rendering the Normal map in Maya.:confused: It works fine when I use the Normal map as “bump” in the 2D bump attributes but I am getting some underexposed render with awkward shadows if I use it as “Tangent space Normals”. Also, seams of the UV layout gets visible in the render.:rolleyes: I had seen those guys in tutorials for Zbrush recommending using it as a “tangent space normals” rather than using it as a “bump”. If possible, could you please explain the difference between them & suggest some ways to resolve the issue with my render while using it as “tangent space normals”. Have a look at the two renders, one using normal map as “bump” & the other using it as “tangent space normals”.

Attachments

BUMP1.jpg

TANGENT1.jpg

That would actually be a question for a Maya board, since it is specifically related to how to apply your maps in Maya and nothing about how to generate said maps in ZBrush.

It’s possible that a Maya user on ZBC can help you, but you’re most likely to get the answer you need sooner from a Maya forum. Or even the Maya documentation.