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Old 08-04-2008, 12:01 PM   #1 (permalink)
Artist
decilling's User Activity: 0/10
93 - 2
Joker mask

For which Engine - probably source
Current Polycount - 484
Max Polycount - N/A
Texture Size - 1024x1024
Description of background information on piece -
Where are you looking to receive criticism - everywhere
_________________________________________________



Insert Render


Without normal map


High poly details from zbrush


Insert Wireframe


Insert Texture Sheets
exported from zbrush


I have a problem with the normal map, It happens on all the normal maps that I generate from zbrush and I can't figure out how to fix it so if anyone has an idea whats wrong with it that would be great.
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Old 08-04-2008, 01:28 PM   #2 (permalink)
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Winner of Speed Modeling 
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for something that incredible simple you should have properly unwrapped it... find some generic textures of things with some grunge on them. The side of a plastic bin or things like that. Make the opacity VERY low on them like almost to where you dont see them. that will help make a better base than pure white.
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Old 08-04-2008, 01:45 PM   #3 (permalink)
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Pretty good replica, but that is a weird looking texture sheet for a round object like a face. Ive never done a texture straight from Zbrush so I don't know how that work's though.
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Old 08-04-2008, 02:11 PM   #4 (permalink)
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Open the normal map in photoshop, go to the color channels and invert the green channel, that should fix it
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Old 08-04-2008, 03:13 PM   #5 (permalink)
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Uhm, your normalmap-problem is obviously because of those very strange unwraps you have going on.
You should absolutely unwrap your models correctly instead of letting Zbrush do something strange with it.
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Old 08-05-2008, 12:14 AM   #6 (permalink)
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Quote:
Originally Posted by Xoliul View Post
Uhm, your normalmap-problem is obviously because of those very strange unwraps you have going on.
You should absolutely unwrap your models correctly instead of letting Zbrush do something strange with it.
no, really... the normal map problem happens every time you export it from zbrush, no matter how the uv is. The green channel just has to be inverted to correct it
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Old 08-05-2008, 06:18 AM   #7 (permalink)
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decilling's User Activity: 0/10
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hmm well I did what you said vincentez but that just made it much worse. I went into photoshop opened up the normal map, went to channels click the green one then pressed ctrl+i and saved it. I think it is how zbrush has unwrapped it, I will look for other methods of unwrapping but I followed the tutorials from the official zbrush web site.
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Old 08-05-2008, 06:21 AM   #8 (permalink)
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there is a tiny little trick so you don't have to open it in photoshop and invert the channel, just open up the 3dsmax configuration in zmapper
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Old 08-05-2008, 06:47 AM   #9 (permalink)
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decilling's User Activity: 0/10
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that's what I am doing at the moment svelle

definatley not way zbrush unwrapped it, I changed it to uv spherical instead of uv tiles and it still does it.
Do you think I should ask in the zbrush forum?
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Old 08-05-2008, 10:02 AM   #10 (permalink)
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Definitely upwrap. Your UV is just going to cause grief for you.
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