ZBrushCentral

Wierd export problem

Hey! This’ll be my first post so I’ll make it short for now.

I’ve been working on a character sculpt for a couple of days now and I’m finally finished ( second attempt actually ).
I had a premade mesh from Maya, UVs and Normals were fine ( as far as Maya was concerned anyway ) and the first time I sculpted the character everything went fine.

The problem however was when I finished my second attempt and I only had to export the maps out of Zbrush I encountered something really wierd. I exported out Cavity, Displacement, and Normal maps, the cavity looked fine, but the normal and displacement lacked a lot of the body parts, I’ll include images below as it’s rather hard to explain but basically most of my texture is gone. It looked like the Normals were flipped on bigger parts of the Body.

Basically, if you take a look at the cavity map below and compare it to the Normal map, you’ll find that there’s big parts of the Normal map missing as if the export only took the hands into account.

Attachments

Alien_Mode_Sculpt_Finished-CV_u0_v0.jpg

Alien_Mode_Sculpt_Finished-NM_u0_v0.png

what subD level are you generating your displacement and normal maps at?

To be quite frank, I’ve tried all 6 of them and no luck on either of them. The only solution I found was importing the tool into Zbrush on another computer and export the maps there, however the bug appears after a little while after some testing, I’ve had multiple people try this out with the model/sculpt. Still haven’t been able to determine what causes it, the only thing I know is that there’s more people who have encountered it but none found a solution to it.

Also, I tried using both the Multi Map exporter and the regular map exporter and both gave the same result. However, when I make a texture from UV’s I can see through the texture that the UV’s are fine ( should be proof enough that the cavity worked perfectly…