ZBrushCentral

Creating displacement and normal map

Hello again, I am currently at the stage where I need to create displacement and normal maps for my mapping.

I was watching this guys tutorial: https://www.youtube.com/watch?v=OudlWAgs5ss (2 min mark)

I manage to set my mesh to lowest subdivision and then export a displacement map. I see him then go to create a normal map, in which he bumps the subdivs back up to millions of polys. he appears to be able to create one no problem, but when I attempt to create it, I just get the notification that I need to reduce to a lower subdiv.

Please assist

I just dropped my model from sub 5(1mil+) to sub 4(300k)

Now it works.

Change my question to, why is this and what are the restrictions on creating normal maps? Is it related to the resolution of my UV(2k)?

I have continued a little further on my project and am now trying to create a render in Maya using the displacement maps I created in zBrush.

Please view the image.

When I dial up the alpha value, my model is getting shredded. Is there a common cause for this?

cutforx.jpg

Resolved by turning on smoothing

A normal (or displacement) map represents the difference between the highest resolution level and a lower resultion. The map is basically a visual version of the distances the points should be moved in order to create the higher resolution shape. (The computer simply reads the map as numbers and simulates the change necessary at render time.) You can’t generate a normal or displacement map from the highest subdivision level because the points don’t need to move - they are already where they need to be.

Cheers mate, I did a few more tutorials and I now understand what you mean. When I create the map, I want to set it to sub 1 which compares to my highest sub and generates the black and white values from those differences.

Def need to practice creating and using them properly.