here is my workflow Model and unwrap mesh > bake AO > paint diffuse and bump and specular > use BUMP info for new AO > create normals based off of my bump/diffuse. apply normals, discard bump.
Never mind figured it out. create bump node and plug a texture in to it create a mia round corners and set a radius connect out value of mia round corners to normalcamera of bump node connect out normal of bump node to normalcamera of shader, or just drag the bump node to the bump slot same thing.
So i'm just curious on if anybody knows how to do this. But I know that you can sculpt in zbrush then make bump maps from that and use it. But can you do the opposite and create a bump map in different program, Import that bump map in to zbrush then apply its properties to the actual mesh. Is this doable?
Your material isn't properly setup. Bump > Normal Bump > Plug in your image. I'd bet you have your normal map plugged straight into your Bump slot, instead of it being setup properly as a normal bump.
I have this setup in my material for emissive color: The thing that bothers me is that both texture samplers are using the same mask texture. One is green channel that needs bump offset. The other is red channel that doesn't need bump offset. I know it's not a big deal, but it looks janky. Can I use just one texture sample…
it looks like you have not added "normal bump" to the bumpmap slot before you added your bitmap. if you're using max standard material, clear the bump slot and add a "normal bump" first, then add your bitmap within the normal bump. make sure the bump strength is 100 (30 default) as well.