ZBrushCentral

zbrush xnormal problem!!!

hi,

i’m having some problems in xnormal,normalMapTrouble.jpg

when i bake out normal maps in xnormal, they seem to come out flipped,

what i mean is that the detail that are meant to be on the front are on the back, and the detale thats meant to be on the back are placed on the front,

the normals bake out nicely, but just come out flipped, it only seems to happen on high poly models sculpted in zbrush,

heres a pic
http://img27.imageshack.us/img27/6432/normalmaptrouble.jpg

can you please help you’d be doing me a huge favour,

btw i’m using maya,

could z brush be causing it?

I use xNormal a ton. I’ve never seen what you’re displaying.

Is the object a single plane or does it have depth? What do your UV’s look like? Are the normals correct? What is the raytrace distance you’re using in xNormal. hell…there are a ton of questions I can think of…lets rule these ones out first then move on to the fun ones.

hi,

thanks for replying, yeah the object does have some depth to it, it’s meant to be a damaged wall,

i used planner maping on the front,side and back,

i also used automatic mapping in maya to see if that would help but it didn’t,

i’m sure th normal are displayed correctly, but just to make sure i’ll check again,

as for raytrace distance i left it at it’s defualt value,

i’ll see if what you suggested helps,

have you made sure your uvs are cycled correctly?
Meaning, check shade uvs in maya, even though normals migh be facing the right way, the uvs may not…basically red is bad blue is good, purple is overlapping.

hope that helps