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Exporting normals from ZBrush

Well people, I'm working on this model for a scholar project, the problem is that ZBrush isn't exactly exporting usable normals.. I exported the maps of the obdy and the armor as separated pieces after doing it together, both with bad results.

Here's the basic topology.

01.PNG?w=AADBafL40gtSH5UsoqoXlDMYRvK9AF1kwNQdWNqMDrl18w

Hi topo

02.PNG?w=AADfoctG0oAEa4Pjmzlsei8YxP0S_wGMLEdQsuf5zOtQHQ

Armor piece problem in low & hi topo

11.PNG?w=AACycwXdQyWL328YNW_mh7KiQ9agWmgmBlMuXerndfONrA

12.PNG?w=AAC1FAbGfUHoWj71XlPpiwe9lJagZyS-mFPV7I9KpKSKuA

03.PNG?w=AAClMDe6TNfnwFSpronm3QBFZnU55z5e1KfKLDt5zakiBg

04.PNG?w=AABrc994oLVlfHA5_4Tsnw3H6OvZgPlB1tTqra92gJ_SHg

My exporting preferences
05.PNG?w=AABlGjBRPd-qDu-Q8EPMA68X0RJickyeTMIx3r3nrbQ0QQ

the results

packed_7.png?w=AAAaPu1e4SPD2_FhaWyz_NqGGazAu5WgjP1P0kPBjm-0mg

07.PNG?w=AAC8I6kJnl0-miSDHQeCYjsKtCFQerYFvwK1nZeEaaheQA

08.PNG?w=AAAU3EgZS81hzEb66U_A_RVoEr6Dre7gY64SCGxB8OP1jQ
09.PNG?w=AACLuUjJwol-Wf11rCviX_tZcozD_pJBzqWuKwK25lNdCA
10.PNG?w=AAAtM29TuwACI_II_8gyPAfmwRG9aq8qEEY4U29g5S5rcw

Replies

  • cryrid
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    cryrid interpolator
    Your images aren't loading.

    Personally though, I'd like a program like xnormal handle all your normal-based needs instead of zbrush.
  • piedro023
    Here's the basic topology.
    image.png
    Hi topo
    image.png
    02.PNG?w=AADfoctG0oAEa4Pjmzlsei8YxP0S_wGMLEdQsuf5zOtQHQArmor piece problem in low & hi topo
    11.PNG?w=AACycwXdQyWL328YNW_mh7KiQ9agWmgmBlMuXerndfONrAimage.png
    image.png
    image.png
    image.pngMy exporting preferences
    image.png
    the results on Mudbox
    image.png
    image.png
    image.png
    packed_7.png?w=AAAaPu1e4SPD2_FhaWyz_NqGGazAu5WgjP1P0kPBjm-0mgpacked_7.png
    09.PNG?w=AACLuUjJwol-Wf11rCviX_tZcozD_pJBzqWuKwK25lNdCA
  • piedro023
    Somebody help please!
  • travisdreams
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    travisdreams polycounter lvl 6
    did you try flipping the green channel? i normally have tangent and adaptive on when trying to bring out normals from zbrush, though i dont think ive ever had smoothuvs and snormals on
  • piedro023
    did you try flipping the green channel? i normally have tangent and adaptive on when trying to bring out normals from zbrush, though i dont think ive ever had smoothuvs and snormals on

    MAN! you saved me!! I've been fighting this since March.. why flip the green channel? never ever told me that was necesary.. do you know the technical explanation about it??

    TKS again..:)
  • cryrid
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    cryrid interpolator
    piedro023 wrote: »
    MAN! you saved me!! I've been fighting this since March.. why flip the green channel? never ever told me that was necesary.. do you know the technical explanation about it??

    TKS again..:)

    There's basically no set standard for how shaders read normal maps, so I think it basically comes down to whoever is writing the code for it at the time. It's common for bakers like zbrush and xnormal (and renderers like marmoset) to give the user options for how they want a specific channel to be used.

    "Most apps tend to prefer +X (red facing right) and +Y (green facing up), while others like 3ds Max prefer +X and -Y. This is why you often need to invert the green channel of a normal map to get it to render correctly in this or that app... the shader is expecting a particular handedness." - Wiki
  • piedro023
    cryrid wrote: »
    There's basically no set standard for how shaders read normal maps, so I think it basically comes down to whoever is writing the code for it at the time. It's common for bakers like zbrush and xnormal (and renderers like marmoset) to give the user options for how they want a specific channel to be used.

    "Most apps tend to prefer +X (red facing right) and +Y (green facing up), while others like 3ds Max prefer +X and -Y. This is why you often need to invert the green channel of a normal map to get it to render correctly in this or that app... the shader is expecting a particular handedness." - Wiki


    OH! that's why.. well tks, it's useful to know :thumbup:
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