Was trying something out today because soon I'll need to be making wood carvings for a box. I tried out this method...
1) Sculpt carving on a zbrush plane
2) Export to Max
3) Overlay plane on top and render to texture a normal map
Left is high poly zbrush, right is a low poly plane with baked normal map applied
Any advise?
Replies
For that kind of detail, you might like to look into the decobrush which you can access when you go into projection master. It's particularly nice for doing that kind of fluid art nouveau typed detail.
EricChadwick, I have it on super sampler: Hammersley , quality 0.5.
Rhinokey, Tried that but it didn't look smooth enough
I think perhaps the reason for both of these things is that my zbrush sculpt is too rough? This is it on my highest division, 5. (about 250k)
Jackablade, I've exported a normal from zbrush before but it's been a while. It involves using z app or something doesn't it? If I can find it am sure I'll remember what to do but I can't find it in zbrush 3.5. As for deco brush, just gave it a whirl, very interesting indeed! Only appears to be a 2D brush though so not sure how to bring it out? Trying to look for some tutorials to show how to use it correctly.
try xnormal aswell
If you're still dealing with ZMapper you really, really need to upgrade to the latest ZBrush. It won't cost you anything.
In the current version, making a normal map is just a matter of selecting "Normal Map" -> "Create NormalMap" in the Tool menu. Once you've got a map, you need to press CloneNM to shift a copy into your texture palette from where you can export it.
Hey, STFU and go finish Gordan.....
But yes, that does work. I have done it a few times before