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Problem with Normal map Zbrush Zremesher 3D scan Copypasta from: http://forum.cgpers

Jonathan85
polycounter lvl 9
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Jonathan85 polycounter lvl 9
Hello, i have a 3D scan, i have done automatic zremesh in Zbrush and automatic UVs via UV master (but i have done also manual uvs in max with the same result). Than i subdivided the mesh a lot and done projection of the detail from the original scan hi poly 3D mesh into my low poly mesh, created normal maps in tangent space (with smooth uvs and smooth normals settings), and exported it.

Im trying now to render the final low poly mesh with the normal map in 3ds max Vray and im getting strange results. I dont have experience in this (normal maps and baking), done one before (from 3D scan and it looked ok), but with this one, there are problem visible when using the normal map, some parts of the model doesnt match up):

See this picture:

http://postimg.org/image/rs6xc8lbz/

Normals_Problem.jpg




I have tried also other UV spaces (crated by me in max not autoamtically in zbrush, for example i cutted the mesh into 4 chunks/islands) but the result is the same... I have tried also flipping the green channel in max normal map type. The problem remains...

What am i doing wrong? The normal map should follow normally i believe since its crated automatically in zbrush, i didnt expect such problem with seams, whats wrong please?

EDIT: To add: Im exporting the level 1 (the smallest) subdivision level obj from zbrush. But in max i apply a turbosmooth modifier to this mesh and add 2 iteration on turbosmooth. But the problem is the same even if i dont use turbosmooth at all. Also the problem is the same regardless if im using also displacement and diffuse map or just the normal itself.

Wheres the problem, im quite desperate.

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