Normal map again!
here is the thread in cgtalk....
coz i don't have time to re enter it http://forums.cgsociety.org/showthread.php?f=7&t=779019 can someone help me ? |
did you delete the history on your mesh before baking out the norms maps?
cause i found the root of most problems when naormal maps are concerned seems to be left over history, from the base mesh |
I made the normal map with Zmapper from Zbrush ...
And the map seems to be fine. Any ideas .. ? |
sorry i dont have much experience generating normals with zbrush,
have you tried using another software to generate the normal maps, i recommend xnormal, very easy to use, and you get really good results |
I think the problem it's not from the map it's from maya... but i will try xnormal
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In your video you didn't switch the button "tangent space normals" under the display menu, it's set to group, above the create normal map button.
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This one here,
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I did it ... not workin`.
I think this is only for displaying.. |
Yeah, think you might be right actually...lol. Have you tried it with the mesh smoothed in Maya? And maybe a larger map size, 2048.
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Actually I've just double checked it in the Sybex Zbrush Creature creation book and it says that the display menu I pointed out controls both the type of view in Zmapper, as well as the type of normal map generated, so you do need to press that anyway.
So although that doesn't answer your problem, it's something to remember, and it recommends 2048 maps. |
Earthrise the game use 512x512 it's not from the map i've made 4016x4016 still the same ... i think the problem is in Maya ... something i'm doing wrong but don't know what.
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Did you flip the uv map before exporting it out of Zbrush?
Because you do need to do that. And have you tried it with a different file type, BMP or Jpeg to see if it works that way? |
I set to auto flip from preference...
Well i try .targa and .psd this are the formats all the tuts used.. i'm now reading something about Normal Maps if i get and idea what is happening i will post it ... 10x for the help dango if you have something in your mind ideas etc... tell me i could try them |
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It might be better to try flipping the uv's yourself from the menu, using flip V, that may help, the image in your screen shots looks a bit like it's not been flipped. And you know how programs can be sometimes... At least you'll be able to see it happen that way and if it still doesn't work you've eliminated one more theory! lol!
Good luck anyhow! |
It's flipped i check it out .... it's not from that some settings in maya may be ... i don't know :headbang: :headbang:
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Only got one other idea, have you tried importing the obj with the Uv's mapped onto the one you've sculpted first, before doing the normal map?
It's just I had the same kind of problem and that worked for me. |
Yeah i tried to import .obj before the normal ... not workin`.
There must be smth very thin. |
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I solve my problem ....
So the problem was : I go to Zbrush and choose to flip green and red channel don't know why ! and then i get my normal map working well... But i face another problem ... i watch a tut how to fix that but forgot and i can't find the tutorial ... any help guys just @ the final of the battle with this normal map |
You can also use a plugin called JSNormalMapper which works much better than the traditional bump utility inside of Maya. You can also flip channels with it as well.
It can be found here: http://www.pixero.com/downloads_maya.html |
Is there plugin for maya 2k9 ... and do you know how to fix those edges ... only this problem left ?
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