Normal map issues Zbrush to maya

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  03 March 2013
Normal map issues Zbrush to maya

Hi there.
So i am having some problems when exporting normal maps to be used in maya from zbrush.
I can create the map, export it and apply it to a mesh successfully, both with and without the Goz plug in. The problem I am having seems to be somewhere along the line, the texture map seems to be warping unusually, and I have no idea how to solve the issue.

I have done a whole tonne of google searches/forum searches and watched several video tuts on youtube, but I am still unable to figure this out.

If anyone has any experience with this and could help me out I would greatly appreciate it :]

Here are some Images to illustrate my problem.

UV layout


The normal map export


Both overlayed showing the warping.


Also, I apologize if this is the wrong section for this topic, was not too sure where it should go.

Thanks :]
 
  03 March 2013
It doesnt look like you did the uvlayout in zbrush. Are you importing the mesh then applying division levels in zbrush, if so the mesh will deform like a shrink wrap.

Not really sure what is the root of your problem without knowing exactly what you are doing. However if you are looking for the result I think you are then use xnormal to make normal maps. Otherwise, you could export the lowest sub division mesh from zbrush and import into Maya then apply the normal map to the mesh that has been deformed in the first place.
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  03 March 2013
Yeah, I quickly made the UV maps in maya, using the auto create UVs. Hence why they look so messy. but as for the normal maps themselves, they are getting warped when I create them in zbrush.

And its funny you should mention xNormals because i came across it about an hour after creating this post and it seems to work really well, so I think I will just stick with that :>
 
  03 March 2013
Ah, good to hear you got it fixed
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  03 March 2013
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