Hello, So I created a lowpoly head in Zbrush and then sculped it with details. I created a normal map in xNormal from the highpoly sculp. I want to bake the normal map with the lowpoly head in Zbrush. The head is uv mapped and the normal map is imported but it doesnt show on the mesh, any ideas on what im doing wrong?
Hi! Doing a bake with the attached files in Painter, didn't reveal the issues you show in your original post. The file contains just a single door element. Maybe the issue you presented is caused by the way UVs are stacked and due to the bake settings? Did you bake with your test file as well and reproduce the issue? That…
Baking a trim sheet from a hipoly just like baking any other geometry. If your lowpoly matches up to your highpoly properly there shouldn't be any issues. What does the lowpoly look like? What does your UV layout look like?
The first step is to design the lowpoly precisely according to the reference art/high poly, placing edges to support these details (like, for instance, having an edge that runs along the connection between boot and sole). These edges can also be used for UV splits, that way material separations will be razor sharp and will…
Because doing all the Lowpoly first ist suuuuper boring, i am doing it piece by piece now and do the uvs and normal map bakes asap :) So by now i did some lowpolys already, here is the first piece with normal maps applied :)
What sargentcrunch said. If you must UV the highpoly, the approach that I've used is to append the lowpoly as a subtool of the highpoly mesh, subdivide the lowpoly and then use the "project all" function in the subtool menu to get your details from the old highpoly mesh to your new one.
Which steps are you following? I wouldn't bake it using zbrush, I'd have a lowpoly model and a highpoly model and bake using xnormal. The lowpoly should be unwrapped and your normal map looks kind of crazy probably because it doesn't look UV unwrapped.
Yeah, doing a lowpoly atm. Im still trying to balance the necks lowpoly, i want to get the thickness of the muscle suit, but so far, just modeling it flat and baking it generally looks better. But it makes the muscles flat, still got a few things to try there.
What does the lowpoly without normal map look like? I would try assigning smoothing groups to each of your uv islands(so you get hard edges on your uv borders). It looks like the extreme angles on your lowpoly are causing smoothing errors.
Thanks for your tips SpaceRogue! I painted on lowpoly surface using my rope brush. When I export whole mesh to 3ds Max I will create lowpoly version again and align it with the HP rope. I guess that will help me to bake details correctly on to LP.