Blender/ZBrush Workflow & Normal Maps


#1

Hi everybody,

I have been 3D modeling in Blender for a few months now. I recently started importing my models to ZBrush in order to make the “high poly version” for normal mapping.

My workflow this far as been: Blender model low poly -> unwrap low poly -> export to ZBrush -> sculpt -> import to 2nd layer in Blender -> Create the cage on layer 3 -> Create normal map and AO map

At this point I would typically create a 3rd image and paint the model in Blender.

I have been exporting the low poly model and applying the maps in Unity as a test and they repeatedly seem to come out strangely. It just doesn’t look right.

Is it possible I am missing steps? Is my workflow bad? I have adjusted the ‘Sampling’ in Blender from 100 to 400 and I am getting pretty much the same results. I have tried lots of different things and I’ve searced for anwers, can’t seem to find anything helpful.

Thank you!


#2

your workflow seems fine. if you’re rebuilding the geo again after you sculpt it, you can probably skip unwrapping it initially since you’re unwrapping the new geo before you bake, i assume.

alternatively, you don’t necessarily have to rebuild the geo after you sculpt it unless there are MAJOR changes that the normal maps just couldn’t handle. building more detail into your initial low poly version could save you a step.


#3

I still have no clue whats going on, Blender what let me create normals and AO if I have not already unwrapped the low poly.

I threw another model together today as just a test and it still looks awful once it gets to Unity.


#4

post some screenshots of the AO and normal maps, your UV layout and the image of the object in engine.


#5

I was finally able to sort of figure out what was going on. I believe it was a combination of not-go-good unwrapping and a sloppy cage.

I was also able to get xNormal working for me. The normals this puts out seem to be many times better than what Blender was giving me.

Thank you for your help!