I've posted this on the ZBrush Central forum aswell - but I know some of you guys arewell versed with the ZBRUSH import / Export pipelin aswell - probably more so than alot of people on the ZBRUSH central site. I have been working on a model that I started in 3DSMAX, imported into ZBRUSH and detailed it up to level 5. I…
DOH...yeah that was definately a mistaek there! Thanks MOP...that could have gone very wrong! Still cant work out why Im getting these artifacts on the exported bump map. I tried taking a UV'd version of the low-poly model-that was gonna get the normal map baked on to it- into ZBRUSH and painting a bump onto that and it…
I am still struggling with this one... I thought the problem might have been the AUV tiles UV generation in ZBRUSH so I tried a test... creating a new texture using GUVtiles and doing a simple bump map test which you can see below. Again - everything looked fine in ZBRUSH, and when applying this texture in MAX it looks…
Hmm - I think I found the problem. It turns out that the displacement outputted by ZBRUSH also bakes the current bump map into the displacement map it outputs... so when I was exporting the bump from ZBRUSH and applying it again ontop of ht edisplaced map in MAX - something was going wonky and giving me these results. All…
have you tried the fix seams option in zbrush before exporting the map? Usually does the trick when I generate normal maps. EDIT: You can find it under the..texture tab I think. Well its at the same place where you find guvtiles
Hmmm - yeah that sounds like it could be it... not sure how that could have happened and its strange that its not showing up in the diffuse channel aswell though. This is the same answer that I got from the moderator on the Pixologic ZBRUSH forums...but they didnt have an answer either It must be something to do with the…
yeah I've tried the fix seams button and it doesnt make any difference unfotuanately... thanks for your help though Im wondering if this could have been because of mirroring the geometry before taking it into ZBRUSH although the actual geometry is fine and its only the bump which shows the errors. I've found this thread…
Hmmm - well I've gotten it working by applying the bump map to thte diffuse channel in high-poly model's material, then rendering both the normal map AND the diffuse channel to the low-poly... then switching the baked diffuse to the bump channel. The bump maps in MAX are nowhere near as detailed as the ones I have in…