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normal map on 3ds max dont look so detailed as zbrush

<RJMC>
polycounter lvl 8
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<RJMC> polycounter lvl 8
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

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  • C86G
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    C86G greentooth
    Is the right pic rendered or a screengrab?
    Looks like there is no normal map at all.
    Does your object have UVs? Just show the UVs and the normal map : )
  • <RJMC>
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    <RJMC> polycounter lvl 8
    by uvs you mean it have the displaced uws them yes

    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
  • C86G
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    C86G greentooth
    I mean the texture itself. Your object from max has texture coordinates, right?
    Just show us the normal map/the file. I´m sure it will clear everything up.
  • <RJMC>
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    <RJMC> polycounter lvl 8
    normal map is not finished per se,is my first time whit zbrush after all

    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
  • poopipe
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    poopipe grand marshal polycounter
    That normal map doesn't look right at all- assuming its a tangent space one (they're mainly blue).

    your material should have the bump intensity set to 100 with a normal bump and by default a tangent space normal map
  • C86G
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    C86G greentooth
    Yep, its a settings problem.
    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?
  • Psyk0
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    Psyk0 polycounter lvl 18
    For a character you want tangent space normal map, what you have now is object space.
  • <RJMC>
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    <RJMC> polycounter lvl 8
    tangent map? object space? dam I have no idea whats that

    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?
  • Psyk0
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    Psyk0 polycounter lvl 18
    In zmapper, you can pick tangent in the right most menu, or you can load settings files, some are called 3d max tangent space best quality or whatever, use that.

    Note that object space should still be displayed correctly in max, so i'm not sure what happened there.
  • <RJMC>
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    <RJMC> polycounter lvl 8
    did that tangent thing and it worked,looks fine now

    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?
  • poopipe
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    poopipe grand marshal polycounter
    Max defaults to displaying tangent space maps

    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.
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