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ZBrush 4 Normal Map Workflow to Maya 2011?

Hi there,

I’m not a Maya user normally, but I have a client who needs a Maya delivery with normal maps. It’s pretty easy to add textures, but I am having difficulty getting my normal map to work.

What I’ve done is used my normal map that I generated in ZBrush (for Max) with a flipped Green color channel. I tried that same normal map in Maya, and it looked flipped, where the stuff that should be going out was going in. So, I figured I would re-export the normal map from Z without the G color channel flipped. Oddly, I am getting the same results.

I’ve tried Googling this and searching this site, but I haven’t found any clear normal map settings.

I’m using Tangent Space normals, with adaptive checked on in my Normal map exporter from ZBrush 4. Are there any other settings for Maya which are known to work?

I’m using Maya 2011. Thanks!

Dan Burke

have you trid just revering the normals on the parts that are revesed ive had to do this a couple of time when gooing back a forth to maya and zbrush, its not going to be the right way to do it but its all i have to offer im afraid.