xNormal Height and Normal maps render 'tessellated'

6 replies [Last post]
User offline. Last seen 3 years 17 weeks ago.
Posts: 2

Hello,

  I have been exploring the xNormal workflow from max to Zbrush, export from Zbrush, into xNormal, render in max (Vray).  My problem is that my maps (Height and Normal)are all coming out 'tessellated', like a grid pattern.  From a  Hires of Sdiv6 and a Lores of Sdiv1 test, to a Hires of Sdiv6 and a Lores of Sdiv3 test the only difference is that the 'squares' get smaller.  I thought perhaps this was a AA issue but changing this doesn't seem to effect it at all.

Anyone have an idea of what is happening here?  I am at a loss!  Thanks in advance!

 

Jim

 

 

User offline. Last seen 1 year 15 weeks ago.
Posts: 368

Have you got any screenshots that you could post to illustrate your problem better?

Although re-reading I think it may be because zBrush "hardens" then normals. Try changing the LP normals to "averaged Normals" Rather than "hardened" or "exported". Let me know how you get on Smiling

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 17 hours 2 min ago.
Posts: 603

Perhaps it's a problem due to bad exported normals. Open the model in other program like 3dsmax or Milkshape and see if the smoothing groups are correct.

 

On the other hand, a height map is NOT a displacement map. Displacement mapping involves subdivision, and xNormal does not subdivide automatically the meshes ( you must pass the model already subdivided ).

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User offline. Last seen 3 years 17 weeks ago.
Posts: 2

Hi All, and thanks for the replies!

  I tried to respond over the weekend but it seems the forum was down, or partially down.

  That said, I am back in the studio and will attempt to get some jpegs up today.

Jackyboy:  I was following out the Matt Corcoran tutorial and definitely used averaged normals, it was one of the areas I checked first and played around with during testing.  Same results each time.

jogshy:  I hadn't thought about exporting again..  That said, at the time I exported a zbrush model at 1subdiv and then another at its max subdiv of 4.   When in max I used a Vray Displacement modifier and  turbosmooth. 

Again, thanks to you both, and I will attempt to get those images up.

Jim

User offline. Last seen 17 hours 2 min ago.
Posts: 603

corbitt wrote:

  When in max I used a Vray Displacement modifier and  turbosmooth. 

Btw, caution with the old and superbugged max2obj .OBJ exporter. Try to use the gw:OBJ one or, even better, the xNormal SBM exporter.

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http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com

User offline. Last seen 1 year 15 weeks ago.
Posts: 368

I'm not sure if it works the same in max, but don't forget turbosmooth doesn't actually make the mesh smooth like that when you export it (I don't think, that's not how it works in maya anyway) make sure you actually do a mesh smooth, or a turbosmooth then collapse the stack i think? this may be the problem...

Just thought I would throw in another idea I thought of Smiling

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 2 years 50 weeks ago.
Posts: 1

When exporting the low poly from ZBrush open the tool>export palete and get sure that the mrg button is on- if not it exports the UV faces separated and when generating maps in XNormal they look exactly the way you described

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