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(Solved) Normal Mapping from Zbrush to Blender

sin10001
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sin10001 null
Hi all!

I've sculpted on a subd'd version of this model I found online:


When I baked out the normal maps and applied them in blender, I got uneven application:

I'm very new to Normal mapping and high to low workflows, so maybe I'm doing something wrong, but ... here's what I can tell by way of additional info: 
- the model already has UVs, and two sets at that (head+arms & body) ; (thus why the Zbrush version doesn't have correct diffuse applied to the torso)
- I baked normals for both UV groups by hiding the rest of the model first and then baking (bc otherwise Zbrush reads them simultaneously and overlapped, I think? That's what "Morphing" them seems to indicate).
- in Blender, the model already has two material groups assigned to said UVs ; I used cycles nodes in the above render just to be sure every input was correct

I apologize if it's an easy answer/stupid mistake, but, I had this problem on another sculpt I did from scratch and tried to create UVs in Zbrush ... thought it was a bad set of UVs that time, but now? Any help would be GREATLY appreciated!

Cheers!

Update: Ugh - I flipped my Normals vertically (and I didn't need to). Sorry everyone!!
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