ZBrushCentral

Strange Normal Map Distortion (with images) on Low Poly Model. Please HELP!

Hi,

I’m doing a games design project for uni and have spent a long time doing my character model in Blender, sorting out the UV layout and exporting it as an obj to sculpt in ZBrush.

Anyway, I sculpted some detail (buttons, stitches, creases etc.) and exported the normal map to see what it would look like on the low poly model. The detail is horribly distorted, which makes the model look terrible. Here are the images, showing the stages.

Here is part of the low poly model made in blender:
blenderfirstmodel.jpg

I really have no idea what the problem is and there is no one at uni who knows the software, so if I don’t sort this out, I can’t continue and I will have wasted all my time.

Please help!! Much appreciated.

Liam

Attachments

sculpt1.jpg

firstsculptlowpoly.jpg

withnewedgeloops.jpg

2ndsculpttest.jpg

2ndlowpoly.jpg

where are your UV seams? Down the middle? Where are you generating your normal maps from?

Hi! Thanks for the reply.

My seams are on areas, where the clothes seams would be.

Here is an image of the seams. I highlighted them so you can see clearly:
seams.jpg

Cheers

Attachments

uvlayout.jpg

are you smoothing the UV’s? Are you baking in Zbrush?

I did the base mesh in blender and manually did the UVs using a combination of frontal projection, pinning and tweaking.

I then exported as an obj and put that into zbrush and subdivided it up, adding detail. I then used the multi map exporter plugin to get my normal map.

I’m not sure what you mean by smooth UVs. I have never made a character model before and haven’t used ZBrush to create normals before. I didn’t consciously smooth them, I know that for sure. Could this make a difference?

Thanks again. Much appreciated.

Liam

This is so annoying! It takes like 12 hours for my comments to show up.

bump