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Zbrush makes empty normal map, Xnormal makes ugly one, model looks insane and other problems.

Hey guys,  I am trying to teach myself this stuff.  I roughed in a character sculpt and started detailing.  I retopologized the sculpt in maya, which I think I did properly.  I cut the UV's, maybe they are good, maybe they are bad.  I don't know, I'm new at this.  Pictures attached....

Zbrush Problem:  I put the retopologized mesh back in zbrush, divided it a bunch of times.  Projected the detail back on, etc, etc. Hit create normal map to test it out......It was blue, with some weird geometrical shapes on it.  I tried changing a few settings, it didn't help.  Anyone know what's up?

Xnormal Problem:  After my Zbrush issues, I gave xnormal a try.  Exported high and low poly.  Put them in, followed some guys Youtube instructions.  It made a map that kind of looks like something, but screwed up.  Why, I ask?

Unreal Engine Problem:  I tried testing the xnormal normal map in unreal.  When I loaded my mesh it had crazy stuff going on all over the face and the feet, and hands.  I'd love to know how to fix all of these things, or know where I went wrong.  I'd appreciate any help I can get, even if its something to point me in the right direction.  Thanks so much,

Peter


Above: Xnormal normals
Above:  Zbrush Normals

Above, the UVs in maya.  Too many cuts? :#



Above:  low poly in Zbrush.


Above:  Projected details

Below: Really cool shots of the Xnormal interface.


Above:  Xnormal settings
Above:  Just showing off my sculpt.  If only I could make it work. 
Thanks for looking this far!

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