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Problems with normalmapping, Bakes the models polygons into it.

Dear forum members,

I have an issue with baking my normal maps:
http://prntscr.com/34kvm1
http://prntscr.com/34kvsf

as you can see it bakes the polygons/quads (or how you call it) from my lowpoly into the normal maps.
I’ve tried all options in the multimap exporter, could someone help me please. i ahve no clue what goes wrong.:confused:

Your UVs might have gotten detached and individually inverted. This happens quite frequently on the forums when using 3dsmax without GoZ.

It does bake out the diffuse map and AO like it’s supposed to. I just don’t get why this happens with normal map and what to do to solve this

export your model to max using goZ, unwrap it, then reimport it.

if you don’t want to re-unwrap your mesh you can also import your .obj file into max, apply a UVunwrap, make sure everything is actually welded together.
collapse your stack and export your .obj again.

go back to Zbrush and your lowest subD level, go into edit mode, tool.import your obj. That will basically replace your old level 1 subD with your new properly unwrapped mesh. make your maps.

make sure you turn off all option when you export out of max, the only thing you need to store in your .obj for Zbrush is your UVs, turn off all optimize options as well.