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- čas přidán 9. 01. 2020
- #AskZBrush: “Is there a way to bake out just the small details when creating a Normal/Displacement Map?”
Video covers how the selected subdivision (or Morph) target on a Subtool determines what details are baked when creating a Normal Map or a Displacement Map inside of ZBrush.
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Wow, This is what I was looking for.
So correct me if I'm wrong, Pre-plan what you will capture as displacement Map (a well polished model ) and as normal Map (micro detail, which won't require polygons).
Normal Map will be the last subdiv and Displacement will be the second last subdiv.
Nice! I really liked this tip, but it would be great if ZBrush could output a normal map without the faceted effect. This issue is happening in all the optimizations I'm working on (even the ones I am aplying this tip), it is possible to see the edge meshes in the normal map image, so it forces me to use third-party software to bake my normals. Am I missing a way to bake a smooth normal map in ZBrush? Thank you!
genius Pixologic as always, thank u )
Thank you
This is interesting.. Is there also a way to bake skin detail to layers? For example, I have a head scan with surface details.. But I want to transfer all those skin pores etc to a layer. I feel like the answer is close to this.
Nevermind. I got it figured out. Simply by duplicating the subtool and projecting it from the original to a smoothed version while recording a layer.
Do I have to merge down all my subtools to create a single normal map?
hi, i have some problems with creating normal maps. When i click create NM i dont see nothing just blue square. Is it normal? or id did something wrong?
what can i do if i can not divide ? (sDiv) ? should i click on "all low" ?
And how do i export normal map?
czcams.com/video/n0qqpwvn-jA/video.html
Whats cage button in Geometry do? Is there a way to create normal or displace by floating mesh (like insert mesh in the main mesh)?
I can’t choose the resolution it export at only 2k which is not enough
why when i go create a normal map from my mesh hight poly the zbrush dont accept and dont do the process?the zbrush ask to me put in level 1 hen this tutorial you dont put in level on to bake the normal map,you extract the normal map in full hight definition.
i have a question,,, normally, you export in low subv your obj and the normal maps for use in substance painter,... so, if i do this normals maps in subv 5,..... i need also export the obj in subv 5? or the bake in substance will work with the previous obj in low subv and this new normal map in subv5? ... or i will need use the obj insuv with the normal in subv5 ? ..o____-o ????
for me the Normal baked quality is worse than my sculpted details for some reason?!
I haven't ever used Zbrush but you should have a look at the resolution of the normal map..
yes, and you do that by setting the Tool/UV Map/“UV Map Size”
The problem I'm having is that when I high to output a detailed normal map I keep getting an error saying "Map cannot be created while highest subdivision level is active Switch to a lowwer subdivision level and try again"
Please help
Have you set your subdiv level to 1?
@@mattzart Yes
あなたがすごく好き!!!
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I stupidly lost the password. I love any assistance you can give me!
@Ronan Sullivan instablaster :)
@Elliott Josiah i really appreciate your reply. I found the site thru google and I'm in the hacking process atm.
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Thanks so much, you saved my ass!
@Ronan Sullivan glad I could help xD
"Maps can't be generated while in highest sub-division level is active."
So It is impossible here to bake maps from 5 to 6, though I'm also getting a low detail from 1 to 6
You must be in subdivision five, not six
He will automatically pick the details from the 6 and put it into 5