ZBrushCentral

Normal map problem in Modo

Apologies if this is a well known issue but many searches of these forums have got me nowhere so far.

This is the result of a normal map generated using multi map exporter in Zbrush. I’ve tried varying every setting I can find, flipping and swapping R,G and B channels but nothing seems to help. Any idea what the problem is and how to fix it?

Thanks for any help!

Attachments

ModoNormalMapError.jpg

I assume you’re generating your normals inside of Zbrush?

I actually never bake anything in Zbrush that is going to touch a UV seam.
Decimate your mesh and bake inside of Modo. You can ensure your tangent bias will be the same and you’ll be a much better result.

Hope that helps.

The mesh originated in Modo though I deleted some of the lower subdivision levels in ZBrush so I assume the normals originated in Modo.

Creating the normal map in Modo isn’t a bad idea if I can keep enough detail while reducing the polycount sufficiently to make the mesh manageable in Modo. It would be great to figure out how to get the ZBrush maps to work though!

Thanks for the suggestions!

Zbrush and Modo use a different tangent space bias, so you can’t get the 2 to work together. The same goes for Maya, UDK, etc. There isn’t a standard so everyone is still going all Wild West. Eh, it is what it is.

Oh really!? I didn’t realise thanks for the info!

i bake everything in modo as well, i agree, descimate and bake in modo.

also, it looks like you possibly have some vertex normal maps maybe? i sometimes get those from imported zbrush files, i just delete them. try checking if you have any extra maps on your model besides the uv.

cheers

No I’ve checked for other vertex maps, no problems there but I will try baking in Modo as you suggest. Cheers!