I made a head model in Zbrush. In Maya, I made a low poly version with UVs. After that, I went into Zbrush, subdivided the low poly, used polypaint. Then, I used xNormal to create a normal and texture (polypaint) map. How do I see my result? If I want to see it in Unity or Maya, what do I do?
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[ame="https://www.youtube.com/watch?v=yP6Nj3oyS2g"]https://www.youtube.com/watch?v=yP6Nj3oyS2g[/ame]
There's several others on youtube as well if the above doesn't work.
Take a look:
Edit: I figured out how to apply a texture. I have yet to figure out how to make this normal look good.
There are many problems that can be going on with that seam. You may not have the verts sewn, you may have smoothing errors, you may have the green channel flipped (in the normal map), you may have the incorrect setting in maya for the normal map to show proper (Go to the attribute editor, drop down the Tangent space sub-menu, change coordinate to Left Handed).
To apply the diff to the mesh:
hold the right mouse button on the mesh > Go to Material attributes > select the color options box > Select File > Select your file > Make sure textured is on (The little checkered orb in the tool menu directly above the workspace)
Same goes for the normal map but you go to the bump mapping option (Make sure tangent space is checked)
So, I took your advice and sewed the seams together, it looks great now. However, there is still that seam at the back of the head (see below); is this okay? Or is there a way to reduce it?
There are many problems that can be going on with that seam. You may not have the verts sewn, you may have smoothing errors, you may have the green channel flipped (in the normal map), you may have the incorrect setting in maya for the normal map to show proper (Go to the attribute editor, drop down the Tangent space sub-menu, change coordinate to Left Handed).
It looks like a shading error to me though it is rather hard sometimes to figure these things out in maya. Marmoset or in Unreal etc can prove more beneficial.
- I flipped the green channel and rendered the model in Marmoset. The seam is now less obvious. However, is this good enough? Can I make it better? (see below.)
- Additionally, there are striations evident on the chin of the model. These appeared when I, in Maya, used the 'soften edge' command on the low poly mesh. In earlier screen captures, I simply used the '3' shortcut to smooth to avoid the angular low poly look.
- Thanks for the help so far.
http://wiki.polycount.com/wiki/Texture_Baking
For character construction
http://wiki.polycount.com/wiki/Character
I think there is a lot of good info for you in there.
Cheerio
Hey, Brian, thanks for the input. I decided to remove all of the textures and normals and then simply soften the edge of my low-poly model. It seems that the striations are caused by poor topology. I think this because the striations reflect the geometry's flow.
What do you think?