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wodagone
03-21-2006, 08:37 AM
can anybody point me to any tutorials on how to render out seperate
normal maps for each individual polygroup? i have a standard character
with different uv groups on each part of person ie. torso, leg ,head etc.
but when try to render normal map for whole model i just get a mixed up
map that loks like abstract broken glass !! Im sure im just missing
something very basic here. please help.

Jonoy
03-21-2006, 12:36 PM
Sounds like you are using maya, so;

There is a tutorial with Maya 7 learning edition, that's what I'm using to figure it all out.

Putting all your textures into one picture is the best bet, then rearrange the UV's in the UV view to fit over the textures.

wodagone
03-21-2006, 12:56 PM
could someone pin up an image of a normal map that would be applied to the whole character model. I am unsure as to wether zbrush should be producing one image that can be applied to a single mesh with various uv groups (in max) or if seperate normal imagse can be made that can be loaded into bump map of multi sub object material.??
Is there a way to seperate poly groups after subdivision in z brush so that seperate maps can be rendered ??

wodagone
03-21-2006, 05:43 PM
mmm..a bit lonely around here.
I found answer to my question .not as complex an issue asi thought.
answer on ZBC
http://www.zbrushcentral.com/zbc/showthread.php?p=267278&posted=1#post267278

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