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Zbrush to Maya normal mapping issue, low poly wireframe is showing up on render

Hi, I was hoping someone has any ideas if this is a zbrush setting problem or maya issue with rendering. I recently tested normal mapping, created some geo in zbrush, used uvmaster to create a uv’s, subdivided a few times, sculpted on it and created a normal map. Loaded the low res obj into maya and added the normal map from zbrush into the bump channel of my maya material and got this result. I can see where there is a checkerboard pattern on the render from what looks like the wireframe cage of the low res geo. If anyone has any answers or advice please let me know. Thanks in advance.

Here are some screenshots.

  1. base mesh from zbrush

  2. rendered with normal map in maya

  3. the problem I’m seeing

Attachments

render001.jpg

render002.jpg

render003.jpg

in Maya, under the polygon menu, go over to the normals pull down menu and try clicking soften edge.

If that’s the wireframe, it looks rotated vs the original mesh. Was the map baked in zbrush? If so, did you flip the image vertically afterwards in order to accommodate zbrush flipping UVs on import?

Actually I think that did the trick, I tried another similar test, with a different texture on the high res zbrush object so I can tell the wireframe lines apart from the texture. Flip V on the normal map seems to have been the problem, Thanks !

Actually that was the 1st thing I tried, I figured that must be the problem. Seemed like a rendering issue with the wireframe of the bash mesh, so I applied soft edges to the mesh, wasn’t helping at all. Things seem to be fine now, Thanks for the advice.