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Old 07-24-2008, 11:07 PM   #1 (permalink)
Gix
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Some Normal Map Help

hey everyone. sorry if i may be doing this wrong or putting this in the wrong forum but this is my first post here on this site :P

ok so i'm pretty new to normal mapping, and this model i'm working on is the first one i'v made useing it. and so far everything went smoothly when it came to actually sculpting the high rez version. but once i started generating the normal maps things started to get really screwy. about half of the pieces worked out fine but the other half did some really weird stuff. like when i got to the head and hair, with the hair, there's these blobby parts that are simply left looking flat, as if zmapper simply didn't generate the bump mapping for those patches of the hair. plus on both the head and hair pieces, there seems to be this weird noise looking effect.

also one last thing... i'v noticed that zbrush seems to be generating the normal maps opposite of what it should be.
Example: on the high rez model i'll have a bump going out, but when i generate the normal maps zbrush will tell it to push the bump in and not out. and this seems to be the case on the face.

hopefully i uploaded these pics right so u guys can see for ur self.

so can anyone help me figure out wtf is going on here?

Programs used: Maya 8.5, Zbrush




Last edited by Gix; 07-25-2008 at 01:38 AM.
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Old 08-09-2008, 06:12 PM   #2 (permalink)
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for the holes try cranking up in the zmapper: projection tab: "raycasting max scan distance"

and for the direction try: "flip green channel" in the "norma+cavity map" tab
on the other hand this could be a lighting issue in your application where you try to proof your normalmap.
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Old 08-09-2008, 06:15 PM   #3 (permalink)
Gix
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ah thanks man... i did figure out the raycasting thing eventually... but i shall try the "flip" thing
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