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View Full Version : Zbrush 3.1 (imported object normal map problem)


Piotrek255
11-19-2007, 05:28 PM
I created a head in 3dmax, Unvrapped it, i exported in as OBJ, loaded it to Zbrush, subdivided 3 times, added details, lowered the subdivision level to 1,i created a new texture, clicked on Zmapper, but the window "object is composed of multiple UV regions" popped up, i followed the instructions, opened a 3dmax7 tangent space best quality preset, clicked on tangent space, and then create normal map.

the result?

choppy, not regular, ugly, not "subdivision lv 3" result that i would expect, it looked like mashed squashed and mixed piece of polygon nightmare.... please help, what am i doing wrong... ?

I just want to create nice normal maps, becouse for some reason, i cant create face textures in photoshop, but in Zbrush, my detailed heads are great, and i would like to somehow export these detailes as texture maps for my final renders, please help me, couse i'm going crazy.....

hakanpersson
11-20-2007, 01:31 PM
You said, "object is composed of multiple UV regions"Goto zplugin->multidisplacement3->"get mesh info". This should return the area of respective uv region, it is possible that it tells you that you have 2 (or more) regions, one of those areas are like 0.00001 large (or something like that).

It could be a problem similiar to what can happen in maya sometimes, when you normalize the uvs (scale+fit to uv region) some uv-coord can be counted as beyond of 0,0->1,1.
Which is simply solved by making a tiny scaling of the uvs to make sure they are inside the uv space.

Could be that simple, or perhaps your uvs are just messed up completely? You could try that for a start.

hakanpersson
11-20-2007, 01:47 PM
double post. Lot of those lately:)

Piotrek255
11-20-2007, 05:27 PM
THANKS! it works fine now, you would not believe how many hour i spent figuring this out... i should have go to this forum earlier!

thanks again!

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