ZBrushCentral

Is MultiMap exporter still valid for map export ?

why can’t zbrush ever export a map that works ? Like look, every time I try to export normal maps they always look pixelated and horrific and Displacement maps are barely visible at all. I use Maya and I just wan’t simple Normal and Displacement map for my character but Multimap exporter mangles everything. Is there a secret setting to make use of this plugin ?
Thank you

I am not expert on maps but I am sure that no map is suppose to export like this. I don’t know what this is but this should’t even be an export option.Screen Shot 2018-01-21 at 11.30.18 AM.pngScreen Shot 2018-01-21 at 11.30.32 AM.png

This looks like your UVs have been individually detached and flipped. This seems to be far common with 3dsMax (I think it tends to be based on what their modifier stack looks like). I’m not sure what the Maya cause is but I wouldn’t be surprised if loading the OBJ would show that each UV face is its own shell, not sewn together. Sometimes simply using GoZ to bridge the programs is enough to eliminate this problem from occurring.

For what its worth I wouldn’t bake the normal map in Zbrush anyway. Different programs read and use normal map information differently, meaning the baked map might not be accurate depending on where you are rendering it (it seems like not too long ago even Autodesk programs would use different math between their own bakers and renderers, although they’ve since settled on a standard).

If you’re rendering in Maya then you should get a good result by baking in Maya. If its a different renderer then you might get more use out of a tool like xnormal as that will let you specify the tangent basis being used in order to be synced to the renderer. You’ll also be able to take advantage of custom vertex normals/smoothing groups (mesh information that can be important to tangent-based maps, but which is lacking in zbrush as it sacrifices being a full 3d environment in order to push the massive amounts of verts that it can).

Hi CYRID and thank you very much for your help. Me pressing SNORMALS button under Normal Map export Options in MultiMap Exporter solved that issue but biggest issue that I CAN"T solve is the fact that all of my UV seams are visible in Maya rendervie (Arnold render engine) and even when I render it in Cinema 4D I can still see the seams.
Do you know if maybe this is a Zbrush issue ?
Thank you

Hi Zeero did you ever find the reason for the seams showing? I’ve come across the same problem and I’m desperate !!