What happened to my Normal Maps?


#1

Exporting maps from ZBrush for use in Maya with Mental Ray.

All my normal maps are picking up the base mesh poly edges and transferring them onto the renders? Never had this problem before, wondering if there is something in my settings I’ve changed inadvertently.

Displacements are working OK, having real difficulty getting the fine detail across to maya tho… grabbed some images to explain:

Here’s a close up of the NM - see the poly edges from the basemesh?

This is the result:

Settings:

Disp Map only - Visible UV seam along the hairline, not sure why it’s pinching through the inner-brow area.

ZBrush sculpt I’m trying to match - 4m Poly (whole body)

ZBR lips - one example of that fine detail I’d like to see coming into Maya and my animation

Retesselated to 8m polys - still almost no surface detail

Got this render a few weeks ago. The AUV tiles and displacement map were giving me grief, but the normal map was working quite well - don’t know what’s gone wrong!

//Any help would be awesome! This is my 6th sculpt in ZBrush, and I’m looking forward to making some great things with the application - but if I can’t get them out it’s fairly pointless. I’ve been using the ZBR documentation, http://www.cggallery.com/tutorials/displacement/ and Scott Spencer’s books to try to figure out this process, but my results aren’t where I’d like them quite yet.

It’s voodoo I say!


#2

Not sure why the normal map itself is drawing faceted unless you didnt soften the soft edges for the bake (not sure if zbrush cares about that i havent exported without normals softened up).

BUT anyway I did notice you had your bumb map set to bump rather than tangent space normals which will cause issues with the map showing on the model as will maya software rendering. I think you also have something unnessesary checked in the zbursh bake settings but i cant be sure without seeing my own settings at home.


#3

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