ZBrushCentral

weird normal map render in maya?

i did uv’s with uv master.
then normal map. >clone map> exported as psd. flipped and converted into tif.
:frowning:
what did go wrong… i have null knowledge about maya. please help.

bleh copy.jpg

Can you post an image of the original high res sculpt? Which parts are off to you? I’m not sure what problems your having. The tip of the nose looks a bit funny but having the sculpt to compare it too might help out.

How close is the form of this model to your sculpt. It might be worth importing your lowest sub division from Zbrush back to Maya since its form will change while you sculpt. The closer you lowest sub division is in form to your high res version the better.

If you think the normal map is too strong you can adjust its strength inside Maya. You might also want to change the filter type for the normal map in Maya.

What is the pixel resolution of your normal map? You might want to setup UV Master to give the face more pixel space than say the sides of the head…

Only other thing I can think of is working with the lighting. Pretty harsh directional lighting. Having more than a single light might soften the details a bit.

Hope that helps,

Looking at your image a bit harder I think I see what you mean… It’s hard to tell from the image but it looks like 1/2 of the models face is the inverse of the other side… Are you duplicating and flipping the UVs in the map for the face?

Or are the normals for 1/2 flipped inwards from when the model was duplicated?..

I’m really just guessing at this point since the normal map doesn’t look like your overlapping the UV’s for the face.

i think all you have to do is flip the green channel in normal map.

In photoshop take ur normal map apply a green colour to the rgb values of 0, 255,0 and overlay using Difference in the blend mode.Save and that should do the trick

but in photoshop.

edit >transpose>flip vertical.

i’ll try flipping green as u said as soon as i reach my workplace…

btw this is the actual high rez model. if that helps for pointing out the glitch

ZBrush Document.jpg

and the mesh was entirely created in zbrush with zspheres .

plus i used MR to render :slight_smile:

but now …you can make out the seams :mad:

plus the obj is looking much like a game model… its not smooth even after ,i did smooth edges

back.jpg

Attachments

side.jpg

font.jpg

Maya renderer can’t interpret normal maps…

Hunh? I’ve been using normals in Maya Software and Maya’s Mental Ray Plug in for months. What do you mean maya can’t interpret normal maps?

Jaggudada, trying using Zmapper and not the bland normal tool.

you’re simple solution to this problem - flip the green channel in normal map - (which didn’t seem to help this guy) saved me hours of frustration!!

THANKS!

No probs jimmy3dartist.