hey,
I've been working on a character model for the last few days in zbrush, creating as much detail as the computer can handle. So far the model is at 24 million polygons thanks to zbrush's subtools feature. the problem i have now is getting the model into a program that i can produce the normal map from.
I wanted to see if any one has any work flow tutorials that can share with me? as i have been unable so far to get the normals created in 3d max, zmapper and xnormals. perhaps I'm doing some thing wrong but i thought i would ask the pro's to stop the headache that this is starting to cause.
Thanks guys
kypo
Replies
You can export sections at lower subdivisons too
then there put them in the highdef meshes slot.
put your UV mapped lowres mesh in the low definition meshes slot
then baking options> pretty straightforward
for testing purposes you could just use a medium res mesh/subtool, untick all other subtools visibility in xnormal and do some tests with that, can save lots of time when working with dense meshes
http://meshlab.sourceforge.net/
Cheers!
Martin P.
--> export hi res model/ subtool from zbrush
--> run through mesh lab if it is to high poly for max
--> import into max
--> create low res model round hi res and using the projection modifier build a cage for the projection
--> save off low res as smb format (included with xnormal) with cage, uv and normals.
--> import hi res and low res into xnormal and bake the normals.
This seems to be working pretty well so far. hopefully I'll be able to post some of normal maps ect... when they are done.
Thanks again.