Normal map problems

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SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

I can't seem to create a new thread in the suppport forum so that is why I am posting here.

When I load in a normal map onto my model I get some odd affects.

Without Normal:
withoutNorm.png
With Normal:
WithNorm.png
I created the map in Zbrush:
normZbrush.jpg
The model is to scale and the normal is set to bool smoothing.

Can anybody help me out?

Sebastian
Attachments
withoutNormal.png
withNormal.png
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

You need a normal map in tangent space, maybe "Switch R+G", i don´t use Zbrush.

Cheers, mib
Attachments
sculpt.jpg
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

Thanks for your reply mib, when I turn tangent on Zbrush generates a rather flat map in comparison to my previous one. I tried it anyway and it works :)

The other problem I am experiencing is when I want to import other parts of the head (eyes) the UVs go crazy.

Only head mesh in OBJ with diffuse and bump applied:
oneMesh.png
Reimport the obj with eyes. The eyes both have separate materials applied to them:
threeMesh.png
What's going on?

Sebastian
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

Fixed it!

I was transfering the model from Zbrush to Max to try and fix it and while I exported it with Maya settings I got the UV madness.

If I exported it using XSI settings the scaling was fixed:
UVFixed.png
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
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