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ZBrush Normal Mapping

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Uploaded by on Aug 5, 2008

This video will walk you through the features of ZMapper in ZBrush. We are creating a Normal Map that will be used in Maya. This is the second part to my ZBrush Displacement Map video.

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Film & Animation

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Standard YouTube License

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Uploader Comments (Pixo3)

  • There is no ZMapper anymore in ZBrush. Normal Map creation is completely different now. Are you still using 3.1? If so try clicking on the tab key when in ZMapper. That should bring the menu up

  • You need to have UVs in order for it to render correctly in 3DSMAX.

  • For Max you have to switch your settings is ZMapper. Click on Open Configuration. Click on the MAX version. That should help you.

  • What version of ZBrush are you using? There is no ZMapper in the MAC 3.12 or Windows 3.5. If you have the UVs on the mesh and take it down to the lowest level you should get a normal map when you click on create normal map. The map has to be exported though in the newer versions to the texture palette. Let me know what version you have and I can help.

  • I am not sure of your question apolloweman. Can you give me more information please?

  • make sure you have tangent N.Map on. The rainbow color is a object map.

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All Comments (31)

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  • i do not have the Zplugin if anyone can help me out with a link on the Pixologic site for a download link cuz i still cant find it (probably blind) and where i should put the plugin. Thanks!

  • @Ralpimp09 if u are creating normal maps for animated objects like humans u should use and configure it to tangent space maps, if u are using still objects try the object space. U need to configure it in maya to the specific type of normal maps on the hypershade configurations.

  • Hey guys I am having a problem. My Zbrush normal maps are rendering strange in maya. Anywhere I sculpt with an ADD brush, creates the opposite effect and creates a crater. This is also visibile if I look at my normal map, how can I fix this?

  • every time i export my normal and i render my model looks so screwed in 3dmax..

    How to import model in 3dmax to have quads no tris...i think that is problem with me.

  • @AnSiB Yes you do need UV mapping.

  • If i create a model in 3dsmax and then export it into zbrush and starting sculpting onto it and then export the normals will that texture apply correctly? or do i need to some some uv mapping?

  • i would have liked to see the result in maya...

  • hey... I have a normal map i want to use in maya. How do I setup the normal in maya? What node do I map it to?

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