hi this is my first post on this forum and I got a questiong
using zbrush I made a normal map for a model,and after exporting it(in the best way I could since I dont know if I did it right) the normal map works but it doesnt look so detailed as it seem in zbrush
maybe is a problem on how its aplied?
the model is supposed to be used for a game
I put the normal map trough the bump map tab in the material editor>normal bump>bitmap them the image file of the map
thats how is applied?
this is a image of the problem
the problem being that it dont look like the zbrush model
hope I posted enough technical babble so you can understand,english is not my first language
Replies
Looks like there is no normal map at all.
Does your object have UVs? Just show the UVs and the normal map : )
as I said they are very faint,but forgot to add that when I increase the value form the default 30 to 100 the model looks too dark,like if a shadow is casted on it
Just show us the normal map/the file. I´m sure it will clear everything up.
this is the normal map,the character is a ninja girl
EDIT: the empty spaces are for other props that are separated form the main body like sword and such,this is just the map of the body
your material should have the bump intensity set to 100 with a normal bump and by default a tangent space normal map
You used Zbrush to generate the normal map, right?
The standard settings should work to get a proper normal map, but maybe you just clicked something that shouldnt be clicked.
Which version of Zbrush are you using?
I am mostly a modeler and animator so texturing and any other stuff is unknow to me
so what does tangent one means? I rendered that normal map following this video https://www.youtube.com/watch?v=Hz1nt3sVdvY
except the cuv auv part cuz it gave me a funky map and the model already is uv mapped
but I guess I didnt do one part right isnt it?
so how I make the tangent one?
Note that object space should still be displayed correctly in max, so i'm not sure what happened there.
thanks for the help,didnt know this was so complicated,another proof I should stick more to modelling
now comes the struggle of making something that looks halfway decent on zbrush
EDIT: got a problem that it looked like if the whole thing was inverted,meaning what is supposed to be stiking out is reversed vice versa,clicked the "flip green" option in 3ds max that solved it,does that permanently solve it or I have to do another stuff?
and yes, flipping the green channel is the correct fix whether you do it at creation time, in Photoshop or in max. different apps use didifferent numbers to decide which way is up etc.