ZBrushCentral

Strange question about normal map and Zbrush.

Hi, i have a simple question about Normal Map in Zbrush.

It’s possibile take low poly model, subdivide many times and so use a normal map to sculpt detail on surface?

Example: i made a model for game. Low poly model, high poly, detail, extract normal map, normal map on low poly model. End.
But, for some reasone, i lost the high poly model. I have only low poly and all map (displacement, occlusion, normal ecc…)
Can i made the inverted process?

Thank’s and sorry for my broken english ^^’

no. Normal maps don’t hold on to depth information. If you had made a displacement or heightmap you could use that to get your highpoly back.

As beta_channel pointed with normal maps you can´t do it but you say in your post you have the displacement map. So you have to load the displacement in the tool, subdivide and apply the displacement. If you didn´t record the displacement values you will have to test a bit until you have your sculpt back. Or you can just apply the displacement recording in a new layer and then tweak the amount of the displacement with the layer slider.

Hope this helps

Just to add:

  1. In order for displacement to show on a ZBrush model you need to have a texture map applied to the mesh in the Tool>Texture Map sub-palette. The texture map can be white so that you can clearly see the displacement.
  2. Turnning on Mode in the Tool>Displacement Map menu will give you are 3D preview of the displacement before you press Apply DispMap. If Mode is turned off then the preview will be similar to a bump map.