Hi I just did this simple thing in Zbrush to experiment with normalmap extraction etc ... now I get this weird texture normal ... I have overlayed to show up better the uvmap , but you can see all those more bright linees and such stuff that is not present in the model ...
![uvnormal.jpg](http://img803.imageshack.us/img803/8569/uvnormal.jpg)
![83199792.jpg](http://img600.imageshack.us/img600/7388/83199792.jpg)
Now I just went on the normal map tab and clicked generate normal map , then it says to put to lower subdivision so I put all to 1 subdivision and then I create the maps and clone to texture map and then export but that's the result ...
why ?
expecially noticeable the vertical bands and the fact thet the riveds on the frontal tip got sliced ...
Replies
notice how the rivets got cut away and how those bands rise , not saying that the whole normal map is uspide down compared to the original uvmapping...
'UVs should not extend right to the borders of a UV space but be scaled down a little
inside. UVs that are on a border may be assigned to the wrong map or cause overlapping
issues.'
Sort of. If you're doing it entirely in zbrush, it's just using the lowest subdivision for the low-poly and the highest subdivision level for the high poly. So it would be like exporting both and using them in another app for the bake instead.
What's the best workflow tough to extract normal maps from a high poly model made in zbrush?
Try exporting the high from zbrush and baking to the low with the fixed uv's in xNormal.
Simply do the following :
- Export your high from Zbrush to OBJ. If necessary, decimate it using Decimation Master.
- Import it in Max.
- Build your lowpoly in max, give it UVs.
- Bake in Max.
There should be plenty of tutorials for using both to create normal maps.
For example, they don't match many tangents in many engines or packages, too deep a detail doesn't get captured correctly and will appear black (which should not be the case EVER) and you don't have control over cages and such.
xNormal, Max, Maya, they are all better solutions.
Also, I have to voice what Teriyaki said, try out stuff, there is no point in someone telling you something if you don't plan on trying said stuff first before posting up follow questions.
flip the green channel.