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Reverse Shadows With NormalMaps.

Reverse Shadows With NormalMaps.

Has any one encountered an issue where the geometry appears to be receiving highlights and darkness in places that the lights are not shining/casting shadows?

when using ZBrush Auv mapped geometry: I created the Normal map and exported it to 3dsMax 8. I then exported the geometry that ZBrush used to make the Normal map and Imported into Max. Applied the ZBrush generated normal map as usual in MAX, …inverted the ‘image” orientation in MAX and used World Space.

For the most part it looks pretty good. Its just the there are these dark regions where the light is shining directly on and highlights in strange places.???

I tried using various Zmapper configurations (3dsmax Tangent, Local, default Tangent, Local configurations) as well. All the same results…

I have attached imaged with normals to display the odd lighting and with out Normals where the lighting is a bit more as one would expect to see with the light over head and in front

Any help would be greatly appreciated.

NormalsApplied.jpg

Attachments

NormalsNotApplied.jpg