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digitalinkmind
09-11-2009, 02:55 PM
Hey guys:)
Please ..someone can help me with a uv error on zbrush.I´m stuck on this strange uv´s problem,once i´m done with sculpt ,i create the normal map using zmapper,but these weirdo flaws are getting me mad!When i export the displace map,it´s ok,but just happens with the normals.

http://img151.imageshack.us/img151/6615/basebodymannormalerrors.jpg

KEDavidson
09-11-2009, 03:31 PM
i don't know enough about zb's uving to offer any specific help but here's a couple suggestions that might help narrow it down. btw, can you display the actual uv's there?

is this a bug with 3.5 (apperantly theres a few)? try doing some polypainting and see if you get the same distortions on the HP mesh,

maybe the uv's got stretched when you brought in the LP? load it up in max or maya or whatever and slap on a checker pattern to see if it display's properly.

>>>use xnormal for the bake.<<<

KEDavidson
09-18-2009, 11:33 AM
were you able to sort this out?

digitalinkmind
09-18-2009, 11:41 AM
I found the problem with the uvs...that happens because i mirrored the mesh and when i get the normal map ,it generate one above the other.The distortions was created by a kind of bug on zmapper,when i simply take the normal directly from the normals generator on zbrush, it comes correcty.:D