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Zbrush multi map exporter - help

polycounter lvl 11
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salacious_Crumb polycounter lvl 11
I'm having trouble with Zbrush multi map exporter. Im a bit new to zbrush.

I have a very simple stone floor made in maya and UVs laid out, 8 tris, which I subdivided up and applied a tileable set of... stone tile detail to. All fine so far.

I drop down to the lowest div, reimport my .obj (just to make sure), go to the multi map exporter plugin, select normal map and hit export all maps.

- it exports 3 normal maps (why?)
- the normal maps are useless and look 'skewed' as if the uvs have been messed up

I've been back and forth and can't seem to just produce one normal, and have double checked my .obj
If I select 'normal map' in the zbrush side menu it comes out fine (but doesn't use the whole of the UV space,. The uvs seem to be scaled into the centre).

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  • salacious_Crumb
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    salacious_Crumb polycounter lvl 11
    Ok. MME Plugin.

    So I tried again this morning. Its just a flat plane that im exporting.

    - with smooth uv ticked it creates a map in the centre with a huge border of nothing around it. the map is accurate but uses about half the uv space i want it to. I want it to fill the area. Is there anyway I get the map to fill the entire space? The Uvs are laid out to use the entire space.

    - i went through the pdf readme on MME. It said you can use an original base mesh. So I used the switch MT option. Stored my morph target, and imported my obj. This created 3 useless maps, all the uvs seem stretched and moved. I've checked the obj and the uvs are fine.
    *edit* I now produce 3 normal maps everytime, even if restarting zbrush. I just want one useable normal map!!!

    can anyone help me use this plugin?
  • cryrid
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    cryrid interpolator
    I've been giving this a few shots, and have been able to recreate what I think is your problem (multiple blank maps on a plane - for me even the regular method of generating a map was blank).

    The error was happening when the uv's borders were directly on the 0 or 1 coordinate boundary, MME/zbrush sees this as extending beyond the 0-1 boundary, and then reads it as multiple tiles according to marcus_civis. Scaling the uvs in a tiny bit solved the problem for both generators, and created only 1 map for MME.

    "You can check this by pressing Tool>Texture Map>New from UV Check. A UV problem will be shown as red."
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