ZBrushCentral

UV unwrap and normal maps question

Hi! :slight_smile:

I’m quite new to Zbrush, so my questions are gonna be on the noob side :slight_smile:

I’m in a process of making my first Zbrush model (using Dynamesh), something like a Dali-ish long-legged elephant that I plan to 3d print and animate in Blender:

What I would like to do is export a normal map from a model, and than polypaint it and export a texture, so I can add them in Blender. I haven’t UV unwrapped it and when I try using UV Master it displays an error. I’m guessing because of high polycount? I tried to make auto polygroups, but that didn’t help either. Then I made subtools from a bit random smaller polygroups and managed to unwrap it and make normal maps for each subtool, but now I have a bunch of lousy subtools.

My question is - is there a way to unwrap it as a whole model, without using subtools? Are there any different settings when exporting Normal maps for Blender software, or can I use default Zbrush settings? Do you have any advices? As I said, I’m new to this and can’t find a solution on net…

Thanks!

Attachments

dali2.jpg

you should duplicate the tool first and use ZREMESHER to make a low res model (and nice topology), than divide it few time and project back to the original tool for getting back all detail.

start this video at 6:15

http://pixologic.com/video/video-v3-zcr.php?videoname=https://s3.amazonaws.com/zclassroom/homeroom/lessons/videos/helmet-creation/surface-variation-surface-noise.f4v&w=1024&h=576

Thanks, works beautifully! What a software…