ZBrushCentral

Two Sided face Normal map ?

Hi,

I think I’ve made a newbie mistake (well, I’m still a newbie, so it’s probably normal to make mistake) and even if I think I have to redo my sculpt, I just want to ask first on the boards if there is a solution to my problem. My problem is that I sculpted some face on a not “Closed” mesh. To reduce the poly count, I’ve sculpt on some faces that aren’t part of a closed mesh (don’t know if I explain it correctly :o ), so when I export my normal map, it’s a mess. Does someone know a way to fix this ? Or I have to close my model and redo the sculpt ?


  1. Close your model so it’s a full figure (both sides). Make sure to lay out the UV’s.
  2. In ZBrush, append the new model to the original as a subtool.
  3. Store a morph target and divide the mesh so that it has enough polys to support the high resolution details from the one you’ve sculpted.
  4. Press Tool>SubTool>Project All. This will transfer the details that were sculpted.
  5. Now go to level 1 and mask the side that has the details you’ve projected. Use Tool>Deformation>Smart ReSym
  6. Go up one level at a time and Smart ReSym at each level.
When you’re done, your model should now have your sculpted details on both sides. You’ll then be able to return to level 1, switch to the stored morph target, and create your normal map.

Thanks a lot for your reply. I didn’t had time to test it, but you answer is really clear so everything should be all right !