Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 13-06-2012 , 12:16 AM
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normals advice

me again,

I've this character I've moved over form ZBrush using GoZ. I've created UV's, textures and normal maps all within zbrush.
A very quick test render shows everything is reasonably OK, with the exception of the face; where I'm getting this weird shading.
I've tried a few options - tangent, adaptive, set to face, unlock etc. but it's still off.
I know nothing about normal maps, but the generated map seems very 'colourful' compared to the other maps created for the rest of the geometry.
there's one standard directional light pointed straight at the model, as seen in the screenshot.

any advice on where to start?

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# 2 13-06-2012 , 12:40 AM
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I think your normals might have been reversed in Zbrush when baking out the normal map.


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# 3 13-06-2012 , 08:42 AM
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I think you have to flip the texture in zbrush before you export it, I have stopped using zbrush but Im sure there will be some one out there who does.............dave




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# 4 13-06-2012 , 10:44 AM
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whats with all the crazy colours though, the green and all that? All the other maps are mostly the violet colour. I only need a few fine details coming through, not loads of displacement =/

# 5 13-06-2012 , 11:16 AM
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I had to open zbrush to have a look, its in the normal map creation menu its one of the RGBs needs to be flipped not sure witch one..............dave




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# 6 13-06-2012 , 11:28 AM
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# 7 13-06-2012 , 12:02 PM
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thats exactly what I'm doing. It's worked fine of every other piece of geometry except the head. I'm getting some kind of 'shadowing' going on from one side of the face to the other... =/

I've tried flipping the R,G & B channels, but I still get this colour shift from one side to the other

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