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The model is blocky!

Hi,
I have modeled a vase.First version had 770 faces.I projected the details in normal map within zbrush.Then I goz into maya.the normal map applied but I can clearly see the polygons as block.There is no smoothness.I thought that I need to delete the lowest subdivision level.And use the second subdivision as lowest which have 1.5K polygon.But still blocky face problem remains.You can see the screenshot.
2dvuzpk.jpg
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Replies

  • Olli.
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    Olli. polycounter lvl 8
    thats what happens when you bake normal maps without smoothing groups.
  • gamenoob
    thanks Olli. but how to bake with smoothing group?
    I tried smoothing group option on fbx exporter,but no luck.
  • Psyk0
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    Psyk0 polycounter lvl 18
    I would ditch zbrush and generate the map in Maya, but that's just me.
  • gamenoob
    wow!!I just fixed it.I recommend everyone who use ZBrush to do the following.
    1.Make your final UV for lowest subdivision model.
    2.Do not go for creating maps(color,normal,displacement etc),for now.
    3.Switch to lowest subdivision level.
    4.Under tool menu>UV map,then click on Flip V.This will flip your UV in vertical direction.Very important it is!You can check whether it actually flipped it or not by clicking "morph UV" button.Or by clicking "flatten" button under UVmaster menu.

    5.Flipping UV done.then export your high and low poly model in obj format.

    6.After flipping uv,you need to do a further step which is averaging normals.Fire up your 3D package.In my case it is Maya. Import your low-poly model.While selected your model.Go to normals>average normals.Now the mesh is ready for baking. You do not need to do anything for high poly mesh.
    7.Bake your maps and use them within game engine.Done.:poly121::poly121::poly124:

    Apart from the subject,I have found several things important.
    1.Zbrush creates maps while flipping them vertically.
    2.Maps generated from xnormal are in better quality than zbrush.
    3.Go to HD mode wisely.Remember that you can never go back and change your lowest subdivision geometry.And you can never export your model in high definition for baking in other softwares either.
    4.Using HD mode only for color map is recommended.This will save a lot of time.
    5.Before going to HD mode,check and recheck that your lowest subdivision is ok for base mesh and uved.
    more points will come as I work.:poly122: If you have some,share'em:poly121:
  • CheeseOnToast
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    CheeseOnToast greentooth
    Don't use "average normals" in Maya. Use normals > soften instead. Average normals locks the normals which can cause problems later. Also, the result can be quite different from softened normals since Maya seems to use a different algorythm for it.

    Zbrush has NO smooth normal functions, so it is a terrible choice for creating normal maps as you've discovered.

    You've used your (2nd?) lowest subdivision as your low-poly mesh. Generally speaking you'll want to create a new, more efficient, mesh instead. That could come from modifying one of your subdivision meshes, retopologising the high-poly or a combination of both. Have a look at the link in the wiki on this subject.

    http://wiki.polycount.com/ReTopologyModeling
  • gamenoob
    you mean "normal>soften edge"? what kind of problem can occur from "locking normal"?
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