Hi there. I'm tryin to get into normal mapping, which i see many people use here, and I'm having a lot of problems. The first one is what do i do? My tools are 3ds max 7 and Zbrush2. I made a very simple wall in max that i wanted to import into zbrush and high poly it to no end...except everytime i import, it seems like all the verts welded in at some point and it looks nogting like a wall at all. I exported my max model as an obj. i left all settings default. I then went into zbrush and imported from the tools pallete and i cant get it to work. It's quite frustrating because i know this technology is becoming a must have skill for a 3D artist and there seems to be no help of any kind via tuts on this subject. I'm looking for tuts or advice on the prob i have mentioned. I have come across many tuts on how to build things in Zbrush, but at this point, I consider myself an environment artist and see no reason to build environments in zbrush. Thank you for any advice
jeremy
EDIT: added the pics so everyone can see what I'm asking
Replies
http://www.fileplanet.com/dl.aspx?/planetquake/polycount/tutorials/video/zbrush2_max7.zip
thanks for the help with the vid tut tho!
http://www.cgchat.com/forum/showthread.php?s=&threadid=20424&perpage=15&pagenumber=1
Also you say you used the default settings for exporting the .OBJ files from Max to ZBrush, try fiddling around with them (if your model is all quads, tell the exporter to use quads) ... also slap the "Number of Digits" up to 12, just in case.
MoP
Ill get some pics up
thanks
In the manual is a article how to handle in/export with different mdlprogramms.
If the import "changes" the form of the model - take a look into the helperfunctions of Zbrush2. There is something like "welding vertexes by import" - maybe your model is too small / the settings are too high (radius).
not sure whats going on. And I'd love to know where everyone else learned normal mapping...jobs? school? the max tutorials are terrible and they use their own models, so of course its setup to work :P
as far as zbrush goes, just have to learn how to sculpt in it now. now that i figured out the right settings to import.
thanks for any tips and all the previous help!
jeremy
I usually build the high-poly (high detail) model first, using Editable Poly and subdividing it so it's all smooth (use 2-3 edges very close to each other if you want a hard edge in the subdivided mesh), then once the high-poly mesh is complete, build a low poly object around the shape.
Make sure the UV-maps of the low-poly object are not mirrored, flipped or on top of each other. They need to be laid out so no parts are overlapping, and it probably helps if they're not back to front, too.
The screenshot you give as an example is showing that you're not really using the right methods for normal mapping - your high poly object should really be smoothed, not just a copy of the lowpoly mesh with a bit of extra detail added in - that just doesn't cut it. And kinda defeats the object of normal-mapping too.
MoP
A closeup of the high-res model that's used to create the normal map, with MeshSmooth turned on:
The same model, but without MeshSmooth, so you can see the actual wireframe that's being used to create the subdivision:
And then here's the low-res in-game model that the map will be applied to:
And here it is with the normal map:
Some seams here and there, but some will be fixed by the game engine (UV mirror seams), and others will be hidden by the color map or because the player can never get this close.
Not that this is the best example, but it might give you a flavor for how it can be used.
putting 4 or 5 spans on the edges of the higpoly to really soften it out will cause a smoother transition on the normal map, and require less channel painting work on it. you can still have a sharp edge, but you will get much better results if the 'sharp' edge is a slightly rounded sharp edge... if that makes sense.
The problem:
http://206.145.80.239/zbc/showthread.php?t=24163
The solution:
http://206.145.80.239/zbc/showthread.php?t=23136
The script:
http://206.145.80.239/zbc/showthread.php?t=3405
thanks
jeremy