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Problem with Zbrush color/diffuse maps

Trying to create some diffuse maps at HD and I keep getting all of these funky colors all over the rendered texture. They also don't appear to be rendering at HD quality (I'm working with about 53million polys) Any idea why this is happening?

When rendering my textures I am doing so at the highest HD and subdiv levels. Normal maps seem to be rendering out fine.

amberstaff_color.jpg

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  • cryrid
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    cryrid interpolator
    I would have suspected it being a different materials, if not for it appearing fine on the model itself (maybe color-fill it with a flat material, just in case?).

    Do these artifacts only appear when creating a texture from the highest subdivision, or would they be present even if you dropped down a level?
  • mishakrul
    They only seem to be present when creating a texture at the highest subdiv level. I could drop them down but then I lose a *ton* of detail and the maps already aren't rendering at a high quality anyway.
  • mishakrul
    Still haven't been able to figure out what the deal is with those artifacts I'm getting on the highest subdiv level... so I was forced to knock the detail down a bit and I'll be putting it back in with Photoshop.

    In the meantime, I've encountered a problem I've been experiencing when I apply my normal maps in Maya. The normal maps look fine in the viewport:

    amberstaff_normalviewport.jpg

    But when I render them, they look... like this:

    amberstaff_normals.jpg

    I have tried setting them as "Tangent spaced normals" as well as "object spaced normals" but they just seem to render like regular bump maps to me. I am NOT very familiar with Maya, so I'm not sure what I'm missing here =\
  • mishakrul
    Alright, I got the normals to show up, but now I'm having an issue with transparency and reflectivity maps.

    The center of this staff is supposed to have an alien creature trapped inside a piece of amber. I want to be able to see the alien, but my opacity maps don't appear to be working when in mental ray, and neither do the reflectivity maps (I only want the amber to be reflective)

    I am a Max user and I'm really finding Maya's Hypershade features to be cumbersome and confusing. This could be something as simple as needing to check an option box, but I feel like I'm just spinning my tires right now.

    Aside from that, does anyone have any suggestions on how to achieve a nice amber effect?

    alien.jpg

    staffrender.jpg
  • Gorrum
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    Gorrum polycounter lvl 6
    I have the same problem with a Normal map. It looks nice in viewport but ugly after render... How did you solve this?
  • cryrid
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    cryrid interpolator
    Gorrum wrote: »
    I have the same problem with a Normal map. It looks nice in viewport but ugly after render... How did you solve this?

    I'm not sure if it is the same problem, but if you're using Maya I had seen someone post in another recent thread:

    "Don't try to software render the result - Maya treats normal maps as bump maps in the renderer, giving you totally FUBAR results. Use high quality mode in the viewport instead."
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