so i'm new to zbrush and for the last few days i've been sculpting my highpoly-mesh for normal map purposes. i use xNormal for this and i tried once with a unfinished highpoly, with good results.
but now that i have a somewhat more detailed mesh the normalmap that comes out looks wack. as i try to figure out why i discover that somehow the oreintation of my new highpolymesh is different from the old one. if i export everyting to maya i see that it is rotated in some weird way. and the worst part is that i can't find any way in zbrush to fix this. i checked transform;info and those numbers doens't match between the the two meshes. i tried changing it so it would be the same but that doesn't help. the only thing that improve the normal map a little bit is putting both meshes in the sameplace in the tool;preview window. but this is really frustrating since it's really hard to align it with precision and it shows on the normal map.
what should i do? it's very annoying since i can't use my newly-sculpted, awsomelooking mesh to bake a normal map.
Replies
Anyone?
Thanks.
(Assuming the newer versions you've only been adding higher frequency details, not changing your lowest subd) you could always try export/importing the lowest subd model that works into the one that has weird values. ... (similar process to importing uvs) I image that could work....? I would try it out...
importing uvs (minus creating uvs):
http://forums.cgsociety.org/archive/index.php/t-184443.html
Hope you get it figured out