I created a plane in zbrush, used a custom alpha to generate this shape so I can export the normals to be used later in photoshop...but the normal that was created was all blue/flat...
![scaled.php?server=41&filename=capturekrp.jpg&res=medium](http://desmond.imageshack.us/Himg41/scaled.php?server=41&filename=capturekrp.jpg&res=medium)
I lowered the sub division back to 1 > normal map settings were tangent space with smooth uv's off
thanks again fellas
Replies
also if you already got a alpha, why not just run it through NDO2 or crazybump.
As for Zbrush, are you attempting to bake this onto a plane or other object whose UV's touch the 0:1 UV edges? That will cause baking errors that can include blank maps.
But I ran it through xNormal and surprisingly I was able to get the height that I needed....
But im still confused as to why I got an all blue normal from zbrush...was it because I didn't create uv's from the plane I sculpted on???
You can use Tools: Texture Map: New from UV Check as a test, red = bad.
To solve it, just give the mesh new UVs with padding, or scale the existing ones in slightly.
An alternative, since you're working with a planar object, would be to just use the normalRGBmat matcap
but like i said in your case you can use the noramalRGBMatCap, or just make it all IN photoshop uisng NDO or something similar since it is a plannear object
in anycase I tried all the suggestions and learned something new
thanks fellas