Hi all,
What are the correct settings for getting normal maps from ZBrush to Unity3D?
I tried to go with just green channel flipped, but my test object just doesn't look right in Unity. Is there something else that needs to be changed before creating the map?
here's a screenshot:
Replies
I have the generate from grayscale box unchecked. It looks to be as some channel or something is still in the wrong direction, causing those dark areas.
I think it was indeed a smoothing group problem. It seems that ZBrush assigns smoothing groups automatically when transferring to Max using GoZ.
Anyways, I put everything in the same smoothing group and here's the result - not the same cube, but similar. Looks a lot better!
Also, cubes are always bad examples for normal maps. A simple bevel would probably take it a lot further, especially as the high-poly is so rounded looking.
Here I just wanted to quickly get "maximum roundness" and to see how well that 6 sided cube can deal with the rounded "sculpture". I asked previously about smoothing groups and in that project (ZBrush was not yet involved), it turned out that they are indeed very useful in some places, but overall I try to keep them to minimum.