Hi everyone, hopefully someone can shed some light on a problem I have been having when trying to use a normal map created in Zbrush, using the Zmapper tool. If I explain my production process it may help things.
Ok, basically I create my low-poly base model in 3DS Max 8, unwrap the UV’s, making sure there are no overlaps, and then export it as an OBJ.
I then import it into Zbrush and start sculpting.
Once I have finished I then open Zmapper and create my normal map, flip it vertically and then export back to MAX to be used in the bump channel of a Vray texture map.
My problem is that when I render my model, the image inherits some jagged or spikey edges, even though the Zbrush model looks nice and smooth.
I have tried tweaking the Zmapper settings but not 100% sure if it is this that causes the problem. Basically I want to be able to get some nice results, as most people do, but am finding it quite difficult to achieve.
If someone could advise me where I’m going wrong I would really appreciate it. Perhaps you know of a really good Start to Finish tutorial that will give me gr8 results every time.
Also, can someone tell me what the differences between the following are:
Normal Map, Displacement Map and Bump Map. I understand the way a normal and bump map work etc but not really sure when I should use them.
Many thanks in advance