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#1 (permalink) |
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Frequenter
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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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#2 (permalink) |
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Frequenter
![]() 79
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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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#3 (permalink) |
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Frequenter
![]() 133
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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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#4 (permalink) |
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Frequenter
![]() 79
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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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