Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 25-06-2009 , 05:22 PM
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Normal map again!


# 2 25-06-2009 , 07:28 PM
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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

# 3 25-06-2009 , 08:13 PM
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I made the normal map with Zmapper from Zbrush ...
And the map seems to be fine.

Any ideas .. ?

# 4 25-06-2009 , 08:35 PM
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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

# 5 25-06-2009 , 08:42 PM
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I think the problem it's not from the map it's from maya... but i will try xnormal

# 6 25-06-2009 , 08:58 PM
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# 7 25-06-2009 , 09:10 PM
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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.

# 8 25-06-2009 , 09:15 PM
# 9 25-06-2009 , 09:19 PM
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I did it ... not workin`.
I think this is only for displaying..

# 10 25-06-2009 , 09:25 PM
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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.

# 11 25-06-2009 , 09:31 PM
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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.

# 12 25-06-2009 , 09:33 PM
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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.

# 13 25-06-2009 , 09:39 PM
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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?

# 14 25-06-2009 , 09:43 PM
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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

# 15 25-06-2009 , 09:49 PM
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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!

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Last edited by Dango77; 25-06-2009 at 09:53 PM.
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