ZBrushCentral

Questions and Troubleshooting for ZMapper

Ive been doing some tests since posting, very close to ur suggestions and it seems to work fine…also found the preconfigured max 7 tangentsspace file in zmapper :)…thx alot for ur help!

Bokaja :smiley:

hello everyone, Im rather new when it comes to normal mapping.

Basically I followed the pdf tutorial for the character im working with and since I had to reimport my character through max 8 to z-brush again…

now I created a normal map of the character after selecting GUVTILES before I did anything. (as the pdf instructed if you had a issue)

I generated the map perfectly fine with no problems.

Now I wanna try and test that normal map in max8 before I get to texturing…but how do I do this?

Can anyone give me a clear answer?

I would be REALLY appreciated if someone can help me out!

The Mac version of Zmapper is still in the works right?

Just making sure it hasn’t be released without me knowing.

I just dont see the download links to the PC or Mac version at the beginning of the thread.

I’ve tryed to transfer a bumpmap+highdef sureface on another geometry but it doesn’t work…Can we do that with the zmapper or does the bump transfer works only on the same geometry ?
thanx for any help

spaz8 - yes. :slight_smile:

abe_Tamazir - Currently, in ZMapper, you can not use the bump transfer method with an arbitrary mesh (different model). :slight_smile:

Ryan

Hi I noticed that Zmapper currently limits the poly count to 500,000. Is there a way to increase this? If not, will this limit be increased in version 2.5? It’s kind of a bummer to have to go one level down and lose detail. Please let me know. Thank you.

-M

you can always make a displacement map of that level, apply it as a bump and bake it into the normal map.

S

I’ve notice some noise whenever I bake out displacement map…But that’s a great idea to try since I don’t have any alternatives right now… :smiley: Thank you for your help!

-M

Mojoke - can you describe your workflow? ZMapper will read all your higher levels of resolution. You do not need to go to the highest level when you enter ZMapper. Not even for Projecting Normal Maps. Are you using scan data or… ? :slight_smile:

Cheers,

ryan

thanx for the info ryankingslien…hope this fonction will be added for tthe next update aith the color / heightmap baking and transfer…
i dont understand the problem too Mojoke…you shouldn’t need to worry about the poly count of the model you use as you just need the level 1?

Can the normal mapping be converted into uv mapping?

Since the point locations are the same, maybe the normal mapping can be converted into uv mapping.

(For instance, in lightwave and poser, you can apply the normal displacement maps onto the uv mapping.)

I just don’t understand if you already have a good non distorting uv map, why you would want to remap the normal map as well.

Hi thanks for replying. My work flow as follows:

I created my hi-detail zbrush tool. But later, I had to make geometry, topology, and UV layout changes. I was using zmapper to generate a new normal map from the new base mesh (level 1 sdiv) with all the changes and my old hi-res zbrush tool.

My initial concern was that each time zmapper would ask me to reduce my sdiv level one down and so I thought it wouldn’t be getting all the juicy details at the highest sdiv level. But I think you’re right in that it kept all my juicy details from the highest sdiv level.

-M

that’s actually the purpose of Zmapper…getting the highrez detail onto the lowrez…:slight_smile:

when i hide the body of my character, just to have the head displayed, and bring it into zmapper, it is there when i orbit around with the rotate tool, and move it into the center of the screen, my question is, is there away where when before i bring it into zmapper, i can ensure its orientated, and going to be position in the center of zmapper.
I tried center pivot in the work area of zbrush, and local pivot so it was in the center of my head but neither has worked.
Any help appreciated.
:wink:

you can load and draw a star tool, then just import your model and it will replace the start concerving its location…

The model i made was high res but i for the small details i used a bump map.Is it possible to use the bump map for making the cavity map?

tuddel - if you roll your bump map into your normal map it will also work for making cavity maps. See section 2.2 in the documentation which you can get here. Instead of pressing Create Normal Map press Create Cavity Map.:slight_smile:

Ryan.

vbmenu_register(“postmenu_252891”, true); craigs - I am not sure exactly what you are describing. If you can present images that will help me diagnose.

Are you projecting a normal map and the new low rez is placed differently than the high-rez sculpt?

If so, check out section 3 of the documentation. Read the whole section as it has lots of useful info for this that will save you time. It was written to make your life easier. :slight_smile:

Otherwise, upload images so we can work further on it.

Cheers,

Ryan

Ok, after a lengthy job making about 15 monsters for a D3 TC, we have found that the normal map seams did NOT go away in game. Before you ask, yes I did tell the mod lead to test them out in game, but he was too busy to do that till recently. This project is a side project for him, away from his pay gig, so it’s perfectly understandable.

What I need to know is, has anyone been able to get a normal map made with ZMapper to look correct in the Doom 3 engine? If so, please post your presets. If this has already been asked, I apologise, I just didn’t want to wade through 9 pages of posts. :wink:

tnx alot ryankingsalien :+1: