Hello everyone! I've been recently playing around with Z-brush and 3ds max 8 trying to normal map and so far so good. Now I've seen some of you guys' maps and I noticed that you are able to use half of the character's UVS for the normals. My question is how are you guys able to do that? sense I remember reading somewhere that the UVS shouldnt be overlaping when importin the obj to Z-brush or otherwise it'll crash.
THanks
Replies
Bake the normal map, then apply it to the model you saved before you shrunk the overlapping uvs.
THanks again Lupus!
Mirror down the center of a character can look odd at times, partifularly if you're doing something like a pattern, camouflage etc. were there will be an obvious mirror line. A way of getting around that is to offset the mirror line a bit off center (ie. like from the middle of a collarbone down to the side of the crotch).
For that, just uv map the model up to the mirror line (the larger section of the model), then you just mirror the geometry like before, and delete the overlapping geometry (or just don't mirror those polies in the first place).
I've had seams show up like this though (had to go back and fix them), hopefully people more adept at this will post and enlighten us both
Just move your mirrored UVs exactly 1 unit out of the square. They will still pull from the correct area of the texture, but they won't be seen by the baker, now you don't need to copies, and you can rebake on this model with no problems.
Gj on asking vertex!
Also Id like to know how to get the Layer Manager pallet to open on startup as well.. Im using Max8.