ZBrushCentral

blender normal mapping won't work correctly

This has probably been answered already but I could not find it anywhere. I’ve been trying to make a normal map in zbrush and export it to blender. The texture map works fine and so does the uv map, but as soon as i try to setup a normal map i get nothing. I did the equivalent process in Mudbox 2009 and it works just fine same .obj file and everything.

I really would like to get a solution for this issue, i don’t wanna keep switching from mudbox to zbrush just for detailing. I’ve tried all the zmapper settings i could think of. If anyone knows how to fix this problem or knows a trick for getting around it, it would be worlds of help.

thanks

Have you read the documentation?

http://www.pixologic.com/docs/index.php/ZBrush_to_Blender

yes i did read the documentation and tried everything on there. I am importing and exporting correctly from one to the other. The only thing i can see that i could possibly be doing wrong is moving the model after it get imported back into blender. What good is modeling and trying to map with zbrush if i can’t work with the model once it’s imported back in. kinda dumb really. I can use the normal map just fine in 3ds max but i can’t stand max. Mudbox’s normal maps work fine but it doesn’t have the functionality i’m looking for.

Anyone else having issues?

In blender: basic structure + UVs > import in zbrush. go to lower subdivision level first > In normal maps palette: enable tangent, adaptive, smoothUVs. >create normalMap, cloneNM. From textures palette on the left export the NM. Go to the higher subdiv level and in textureMap palette “new from polypaint”. In UV palette now, flip UVs vertical and export .obj. Import in blender the obj, in tex editor do a second texture and import the normal map. Check the normal, so blender knows. Finished.
All these if you created UVs in blender first.
If not, use a UV method in zbrush. Next as above.
Maybe you already know these, but works fine for me.

the following tip is for editing UVs in blender again.
The tip: Leave the model in blender as it is and use a copy of it in another blender doc. So you can move and experiment as you like.
If you want to sculpt in blender (and you should, after first test render) continue to edit normals and textures in zbrush and export just the map.

Are you having trouble making a normal map in ZBrush or using the normal map in blender?

Richard