ZBrushCentral

Rendering normals to an arbitrary mesh

Interested in this normal map/displacement map panel. I have been trying to work out a way I might render to an arbitrary mesh. In zmapper, you could capture mesh and render onto a new low poly. I realize that GoZ could potentially negate this problem, but as its not out yet, is it possible in any way to accomplish that?

You need to make use of subtools.
1. select the source mesh (the one with high res details)
2. Append to it the low res mesh as a subtool.
3. subdivid the lowres mesh to sufficient level
4. Apply “reproject all”.
5. switch to the lowest subdiv level
6. create normal/displacement map.

Thanks, but that’s not exactly the answer I was hoping for. Subdividing the low poly and reprojecting, while valid, doesn’t really work for a game model. It’s destructive and modifies the shape of the topology ive created for the in game asset so the normals are not going to really match my asset outside of zbrush. Are there any plans to bring back the functionality of rendering to arbitrary meshes?

Have you tried xNormal? (www.xNormal.net)

It’s free and seems purpose-built for what you want to do. (If I understood your question correctly.)

-K

Yes. We do use xnormal. However this is functionality that was actually in zbrush until this update. Hence the question.