ZBrushCentral

Normal Maps Generated in Maya Are Messy

I’ve created a single Normal Map for my character using ZBrush 3.1. When I render it in Maya It looks pretty messy = all of the depths are the same. Also the details aren’t coming out quite right. How can I best fix this problem?

If I am to create a seperate normal map for the head etc. , I’m having a hard time understanding the process since it is part of the same mesh.

ZBrush.jpg

Attachments

Maya.jpg

Well, you kind of need to provide the settings you’ve used – both for ZMapper and also within Maya.

Specifically which settings are the best for me to provide?

The Texture that the normal is made on is 2048 x 2048 with a depth of 32.
In ZBrush, my MaxPolyPerMesh and HD Poly Preview are at their default of 6 and 4 respectively.

In Maya; the normal map is attached as a bump, set to, Use As: Tangent Space Normals.

The Bump Depth looks pretty freaky anywhere. I suppose it’s best between; 0.3 and 0.65.

I render it using high quality rendering. When I use Mental Ray, it looks a lot better but it has a softened look to it.

What are the other settings that I can provide?

Thank you.

It looks okay using Mental Ray. I’d like to be able to have the same detail as the ZBrush model.

Which would be the best controls to tinker with?

MentalRay.jpg

If you only want to preview your maps aplied, using the bump node with tangent space option is only avalaible for the hardware render, otherwise if you´r going to render it in MentalRay the shading set up is a bit more complex.
I must reed my study notes before to answer about Mental ray.
You also could ask in My MentalRay Community.
Remember to post the answer, please, just in case I couldn´t find. And for everybody in the community who may need it.
Good luck!!