ZBrushCentral

Zmapper problem generating normal maps

My first post here, any help or info appreciated.

My problem is that I’m unable to generate a satisfactory normal map in zmapper for use in max 2009. The following images are an attempt to explain:

I’ve brought in an obj to zbrush with the following uv coordinates:

and here it is in zbrush as a tool

here it is displaying normals in zmapper (I’m using max 2009 and zbrush3)

and I load up the tangent space max 7 config, which then produces this normal map:

As you can see this is a flat map and of no use.
What am I doing wrong?

Any help or advice is appreciated. Just ask if you need any more info on my workflow etc.

.Thanks.

Ok, if the normal map looks right in ZMapper, but not after export, then there’s something odd happening in between. After viewing it in ZMapper, what are your exact steps and settings?

Hi Aurick

I’ve been running through a lot more tests and although I’m getting some detail into the maps, it’s very indistinct. Far better results are obtainable by using render to texture techniques with the exported zbrush tool as the projection, back in Max 2009.
However, I’d like to get to the bottom of this problem - I’ve been looking through FAQs and forums posts, and I’ve tried several different settings as well as a max 8 zmp file.

But, back to the original problem:

I re-initialised Zbrush as well.

My tool is at 7 sub-divisions at the highest level, which I bring down to sub-division level 5 - around 207k polys (activepoints). I then open up Zmapper.

The first thing I do is open configuration: “3DS Max7_TangentSpace_BestQuality.zmp”.

I then click on the normal map and cavity tab.

I increase the cavity intensity a little but the rest of the settings I leave as they present themselves:

I then hit the create normal map button, and zmapper does its thing. It then produces the texture at 2048x2048, which, while containing no errors, and which works in max ok at 100% on the normal bump map slot, is pretty flat and not really indicative of the detail on the tool.

In fact, there are several folds in the jacket at the back which come out fine when projecting in max without zmapper, but are non existent in the texture map that zmapper produces.

Thanks, your help and advice is appreciated.

Mo(fo)builder

it looks like you’re generating a normal map at a much higher level than your actual UV unwrap. Zmapper will produce the difference from lvl 1 to lvl 7 if you start Zmapper with your mesh at lvl 1. The opposite is also in effect. if you load zmapper at lvl 4 then it will only calculate the mesh differences from lvl 4 - lvl 7. Which I believe is what you’re doing, and that is why there are so few details in your normal map. Also, do a search for

3dsmax8modifiedE

that is the config file you want to load when making normals for Max.

Thanks for your help goast666 - I have tried this and it works perfectly.
I picked up the max 8 zmp file a while back and I’ve used it OK.

I also dropped the subds to 1 as you suggested and it works great.

Another thing was, after running some tests, that I suspected my original mesh may have some errors - a quick reset xform later and it turns out the normals were flipped - which may or may not have had something to do with as well.

As I am a newb here there is some delay with my posts, so the order in which they appear may be skewed.

But I’m up and running OK. Thank you once again for your help, it is most appreciated.

Here is the jacket with the normal map applied in Max 2009:

mo(fo)builder