So I'm finally getting around to learning zbrush although I've been a registered zb owner for more than a year now and I want to try and make a normal mapped head. I've never done normal mapping before so I'm confused
So far I've completed a lo-res mesh modeled in wings and a hires subdivided and detailed in zbrush. Only the lo-res version is UV mapped the hi-res is not. I'm hoping to find out whether not Uv mapping the head before detailing was a mistake since I want to do the normal map with zbrush. The practical guide on normal mapping doesn't really get me anywhere. I tried to do some research but search words like normal map, zbrush and tutorial gives me tons of results with no real pay off, know what I mean? I'm hoping someone can provide links to threads or tuts or perhaps even tell me how to produce a normal map in zbrush with my two current assets.
Any help appreciated
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I dont get what your saying about the low-poly model being uv-mapped, but the high-poly isn't though? If you're baking your normal map in ZBRUSH then you will be baking it onto your lowest subdivision level (lowest poly mesh)... so if this is UVmapped, then your high-poly ZBRUSH model will to as they share the same base mesh (i.e the lowest subdivision level). Am I making sense here?!?!?
Heheh - anyway - you've gone about it the right way - the high-polygon mesh doesn't need UVmapping (unless you are going to paint a bump map in ZBRUSH aswell) but the low-polygon version does. It looks to me as if your all ready to go.
Thanks FAT_CAP
Anyone want to comment on the model perhaps how you think it'll work with a normal map I'd appreciate it?
Then go to Tool>NormalMap choose the desired resolution NMres 2048 for example.
Then go to geometry choose Sdiv 1 you might wanna press "Cage" then. Then go back to NormalMap press Create NormalMap. And go to to the texture menu on your left (if you haven't configured it differently that is) and export it in your favorite file format
Hope this helps!
If I had UV mapped the model before I started zbrushing I could have preserved the original UV coordinates, right?
I think I'll leave the model here and commence some more zbrush tutorials before taking on another one.
Thanks ewooz
it's probably better to uv-map it before you go into zbrush if you want definite handmade uv layout though.
here are some orthos of the source mesh. I was planning to do a 256x256 NM from it.