ZBrushCentral

Two Problems with Zmapper

I have two problems with Zmapper.

  1. It doesn’t create clean normal maps. What do I mean by this? I mean that it creates artifacts around the seams on my UV’s. You can see this here:

normal-map-issues.jpg

I am using the “3DS Max8_TangentSpace_BestQuality.zmp” available from the forums and I’m using Max 9. This is driving me -nuts-, as none of my normal maps work in the slightest.

  1. Every time I export something from zbrush and then import it agian it’s ten times smaller.

Every time. I have tried changing the vertex scale numbers in Max to no result. I’ve tried changing the SIZE in max to no result. Every time I import something FROM zBrush into max, and then BACK into zBrush it’s smaller.

This makes it -impossible- to align two meshes in zMapper as there is no way to scale something exactly in zBrush.

Ten times smaller exactly.

I know it’s some option somewhere that I haven’t flipped, but I’ve been flipping all the options I can find and nothing is working.

Any help on either of these problems would be immensely appreciated. I have a deadline coming up fast and I need my normal maps badly.

Thanks in advance.

What’s happening with your normal map is typical of Object Space maps. In fact, it’s inherent in them. They way that they are calculated (whether using ZMapper or some other program) results in a flipping effect every time you cross a UV seam. This means that GUVTiles and AUVTiles mapping methods are not good for Object Space maps.

The only way to avoid this is to use Tangent Space maps instead.

If that’s not an option, the workaround is to use a different UV method where you can hide the seams in places that won’t be visible.

Thank you for your prompt reply. I had figured out a workaround, but knowing that it was object-space maps in particular that were screwing with my has made everything much easier.

Thank you, though I am still quite confused about the scale thing. That just boggles the mind. I can work around it by directly scaling in zbrush, but that involves shoving around the numbers on the scale deformation to make it work.