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Old 30-06-2009, 05:03 PM   #1 (permalink)
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zbrush z mapper issues: jaggy normals

hey,

so ive started around messing around with normals but i am having a realyl hard time with the z mapper. for some reason i am getting jaggy and noisy normal map and i ran out of ideas. so i thought knowledgeable GA community might have seen this.

what i did was just importing base mesh, storing morph target, subdividing and sculpting. then i made a new texture and went to z mapper to bake those normals.


here's the picture:





thanks in advance for checking this.

Last edited by psychodaddy; 30-06-2009 at 05:51 PM.
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Old 01-07-2009, 03:05 AM   #2 (permalink)
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Not 100% sure about this, since I can't really grasp that picture, but did you try to flip the texture vertically? I think this is a standart question, so ill ask it for the hell of it

If that isn't the case, could you be a bit more specific? I don't really get what exactly is going on. Maybe post a few pic's of your actual model. thanks
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Old 01-07-2009, 04:12 AM   #3 (permalink)
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heres the model. its just a basic head. i tried normal mapping it but heres the result i am getting in zbrush. could it be because it's a trial version ?

edit: the normal map:



okay. i found out the solution. apparently i had some uv's overlaping the 1x1 zone. i moved them inside the 1x1 space and it worked !

Last edited by psychodaddy; 01-07-2009 at 04:52 AM.
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Old 01-07-2009, 04:26 AM   #4 (permalink)
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No, I don't think so.

But to be honest I can't really tell from looking at those images what's going wrong. Generating normals from Zbrush gave me a shitload of problems to. I would advise exporting the highpoly version to max or maya or whatever program you prefer, and render out a normal in there.

Maybe someone else on this forum can help you out though.

(Maybe post a pic of your normalmap render settings in zBrush)
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