#AskZBrush
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- čas přidán 10. 09. 2024
- #AskZBrush: “How can I create a Normal Map for a model inside of ZBrush?”
Video covers how to create a Normal Map for a single Subtool inside of ZBrush. Subtool must contain multiple Subdivisions and UV mapping for the process.
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thx sir
theres a new method where you can bake a subtool highpoly detail into other subtool right? must be a 2020 version thing or something.
Quite unfortunate that ZBrush won't allow me to use a separate subtool. I have a very high poly sculpt and have created a manual retopologized version of the sculpt, along with UVs I've created inside of Maya. Marmoset Toolbag is having a heart attack when I give it a 16 million poly model for the high poly bake source, so I thought I could try using ZBrush to do this...
@adampaviacorp.6780I'm still fairly new to ZBrush so my brain didn't click right away to this, but its exactly what I ended up doing once I learned that the projection tool exists. Super useful, I love that after generating a high poly sculpt, I can retopo in Maya, bring the mesh back into ZBrush then get all of the little details back onto the new mesh and continue to work with a mesh that has a game/animation ready topology, amazing workflow!
A little late to this party, but I cannot create a normal map for a tree trunk model I've been working on. And, according to your video, my model needs UVs. How do I give it UVs in ZBrush? Also, the subd levels seem to be gone. It seems to be permanently at the 4 million mark. I can only up-rez it at this point. The several lower subds that used to be there have inexplicably disappeared.
I think I can get normals from within Maya, but I'd like to learn how to do it from within ZBrush.
You an use UV Master in ZBrush. Best approach is to have polygroups on that trunk and in UV Master with Polygroups button on and Unwrap you will get UVs. Polygroups function means that different Polygroups will be islands in that UV map. Sure beforecreating normal map you should have that model on the lowest subd level because it will project details from that level.
@@KarelChytilArt Okay, I'll look into this. Thank you.
sure you can make uv maps in zbrush but the professional way to do it is to retopo in maya/blender, uv unwrap it, then reimport it to zbrush , next subdivide it and reproject the details from your original sculpt.. now you bake the normal map. This is For a AAA grade normal map. You could retopo as well in zbrush but I hear it's not good for animation.