Hay yall, got a question that comes from my lack of knowledge of Zbrush, kinda embaresed cause it seems so simple
When in Z mapper what config file do I use for a model I imported from Maya 2009 and plan to import the resulting normal map back into, as well as the general settings, I keep getting these weird results and the preview of the normal map when I close out of Zmapper looks like just a bunch of multi colored triangles bunched together
Thanks in advance for any help I receive, I greatly appreciate it
Replies
The normal map being a "bunch of multi colored triangles bunched together" sounds less to do with the normal map config settings and more to do with your UV mapping. Did you use ZBrush to auto-generate your UVs using the GUV/ AUV generation method? If so these methods pack the polygon UVs into triangle shaped UV chunks and while they are OK to use as a quick solution inside ZBrush I would recomend creating your own UVs inside Maya and using these to generate your normal map with.
The test item is a handle to a stein
Here is the UV map
Now inside Zmapper after the Map is done generating
(that says *bump mapping not active* and *Cavity shading not active*)
And when I close Zmapper
And about the options, I am relatively new to Normal mapping as a whole, I played with it before in making them in Photo shop but other than that I really never read into it that much, how do I know if I need object space or tangent space, I know its a setting a texture node has
Either way I hope these images can help with my problem
Thanks again
A quick way to see what your UV layout looks like inside ZBrush to see if this is what is screwing everything up is to open ZMapper then under the MORPH MODES header in the middle of the ZMapper palette click on Morph UV - this should morph the mesh from your 3D object to the UV layout and let you check that the layout has been exported correctly and been imported into ZBrush fine.
so it looks like an export/import problem, I swear I did it right, but I guess I didn't