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Strangely Shaded Normals

Hi,

Okay, I think I know my way around ZBrush and 3DS Max, but this I don’t know what is: having imported a mesh into ZBrush, I have then gone ahead and subdivided it, sculpted it, and exported the new base mesh into 3DS as an OBJ. However, when doing so, the normals have a shading to them (the model itself) - exactly like a poorly laid out normals (UV-wise). If I drop another material on the object, nothing changes, so it’s kind of like it’s stuck like that, creating awkward and (it seems) permanent bad looking shadows on the mesh. Would anyone know what that might be, and or how to fix this if possible? Now I have to say I’ve noticed it in particularly on meshes subdivided without smoothing turned on - to keep the sharp edges, but I guess I don’t know what exactly what to do about it.

Anyway, any help is greatly appreciated.

Thanks,

HL

turn off normals during import into max.

or you can apply the normal modifier two times in a row then collapse the stack. This will remove the normals inside of max so you can work normally again.

Okay. Great, I’ll try that. Thanks.

HL