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Guest Krodil

Zbrush Normal Maps And C4D Pipeline

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Guest Krodil
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  • Hey Guys,

    I am really struggling with the Z-C4D pipeline.

    1:Can anybody clarify the settings to use in MultiMApExporter in Z?

    When I apply the normals I create, it does not look like it should in c4d. It is not totally messed up, but not close to my sculpt.

    2: And how do you guys make uvs.

    I create a model in Zbrush, make it editable. Then I select the PAcked UVTILES and work from there.

    I do it to make sure I have nice UVs.

    I hope you can help, and help me and others in building a thread with detailed information.

    @Kiwi: can we have pipeline tutorials? ;)

    Krodil

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    Try this:

    pixologic.com, download Go-Z plugin. Install.

    zBrush -> Create model, subdivide, detail, lower subdivision, create UV, create bump, create normal map -> Tool pallet -> Go-Z, click.

    Should import the model with UVs, bumps and normals.

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    Guest Krodil
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  • It still looks weird.

    What are your settings?

    I use PUV for UV, and under normal map creation: adaptive, smooth and tangent. Nothing else is ticked.

    Do I need more subdivs/polys as base for my nMap in c4d?

    This has been a constant problem for me for a long time..

    When I press GoZ, the normal map does not follow the mesh.

    post-32952-0-52247700-1321558229_thumb.j

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    Try an AUV map. See if that works any better.

    I should ask, is this meant to be a low-poly model?

    Mark

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    Guest Krodil
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  • Yeah in this case I work with UNity3D, so it has to be low poly.

    THe pictures are just examples on where my stuff fails.

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    Try creating your UV´s in UVMaster instead - the simplicity of your mesh makes it a matter of 2 minutes of work. You won´t use 100% of the UV tile space like with PUV, but you´ll get better results.

    All you want to know about normal maps: http://wiki.polycount.com/NormalMap#UV_Coordinates

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    Guest Krodil
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  • If I use the AUV and the NormalMap (NOT the MUltiMapExporter) with only these ticked on, it looks better:

    Tangent, SmoothUV, Adaptive,SNormals.

    If I want my map to be crisper, do I then need a base with a higher subDiv count?

    This one only has 160polys.

    post-32952-0-72239000-1321606561_thumb.j

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    @Kiwi: can we have pipeline tutorials? ;)

    Not from me. I don't have Z-Brush. I've got 3DCoat and need some tutorials myself.

    3DKiwi

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