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ZBrush + Maya + Unity Normal Map Issues

Discussion in 'Formats & External Tools' started by Buff, Jun 7, 2011.

  1. Buff

    Buff

    Joined:
    Mar 21, 2008
    Posts:
    131
    Hello!

    I'm generating a Normal Map in Zbrush. Model has been done in Maya, properly UV mapped and imported as an OBJ. NM generation seems ok in Zbrush but when I import the texture to either Maya or Unity I get some weird results. What I think is happening is that each Shell of UVs gets some weird channel flipping depending on the orientation of the Shell itself. The result is what I get in the image attached. I'm on a mac by the way, so no Zmapper or any of those PC oriented plugins or NM generation software :(

    Any help is appreciated!

    Nick.
     

    Attached Files:

  2. kerters

    kerters

    Joined:
    May 13, 2011
    Posts:
    164
    Hey, try to triangulate your mesh and do an edge flip on these faces. Works for us with Blender and Zbrush.
     
  3. makan

    makan

    Joined:
    Jan 8, 2011
    Posts:
    342
    I think you should flip the UVs on Zbrush
     
  4. Naison

    Naison

    Joined:
    Feb 21, 2010
    Posts:
    386
    The way to fix this is to go into zbrush open the texture pallet and select the texture. Then click "flip vertically" and it will solve the problem.