ZBrushCentral

Zbrush to Maya with GoZ normal map question

Is it normal to have to flip the red and green channels to have an appropriate normal map render when rendering with mental ray in Maya after you export it as a Maya ascii from Zbrush? I didn’t have to do it using maya hardware to render, but when I used mental ray I had to reverse the normals on my model because the map looked pushed in (I tested this on the demo head from zbrush and it did the same thing as well) It looks normal in Maya when I have the texture previewer on, its just when I render with mental ray. Also when I flip the red and green channels it looks pushed in when I have the texture preview on, but normal when I render it in maya with mental ray, is this a normal issue or are there some settings that may need to be adjusted?

Hi Corweee, if you pick this up at all (see you posted this yonks ago), but cheers man. Ive just been playing about with renders in Maya wondering why it only looked ok with the Maya Hardware Renderer. Having google searched the problem and stumbled across this thread, I flipped the green and red in Z and, hey presto, get the results in Mental Ray. Good work.

Ben