Home Technical Talk

normal height not exporting from zbrush

polycounter lvl 4
Offline / Send Message
Notes polycounter lvl 4
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

I lowered the sub division back to 1 > normal map settings were tangent space with smooth uv's off

thanks again fellas

Replies

  • S_ource
    Offline / Send Message
    S_ource polycounter lvl 9
    I have no idea what the problem is, but i dont understand why you use an alpha for making shape in geometry then bake it for ps use why dont you just make a normal map from the alpha in photoshop?
  • passerby
    Offline / Send Message
    passerby polycounter lvl 12
    you didnt really explain your problem or how you got the normal, Via matcap or did you bake it.

    also if you already got a alpha, why not just run it through NDO2 or crazybump.
  • cryrid
    Offline / Send Message
    cryrid interpolator
    Using the alpha in photoshop does sound like the easier option.

    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.
  • Notes
    Offline / Send Message
    Notes polycounter lvl 4
    I was trying to bake the normal onto the plane in zbrush cause I thought I would not get the illusion of depth from the alpha cause it was only black and white...

    scaled.php?server=535&filename=clipboard01nzm.jpg&res=mediumthats why I was thinking of using it in zbrush to get the height that I needed then exporting the normals that way....
    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???
  • cryrid
    Offline / Send Message
    cryrid interpolator
    You'd need UVs in order to bake. If you just used the default plane, it includes UVs; the problem is that they're touching the 0:1 UV border which causes errors (apparently Zbrush/the MME plugin sees this as multiple tiles).

    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
  • passerby
    Offline / Send Message
    passerby polycounter lvl 12
    just to clarify you olny need uv's on the Lowpoly.

    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
  • cryrid
    Offline / Send Message
    cryrid interpolator
    (It's the same mesh in zbrush)
  • Notes
    Offline / Send Message
    Notes polycounter lvl 4
    @cryrid worked liked a charm :) I ran the uv check and everything was red :P

    in anycase I tried all the suggestions and learned something new :) the normals matcap is great...I took a grab doc of my plane afterwards :P

    thanks fellas
Sign In or Register to comment.