ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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298 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master


Figure 9.3 The texture map for the alien head loaded into the Tool →Texture
slot. This map will export to Maya with the mesh when using GoZ.


  1. To generate a normal map, choose Tool → Normal Map and click the Tangent button
    (Figure 9.4). This selects the Tangent Map style as opposed to Object Space. Tangent
    maps are by far the most common and most suitable maps for deforming meshes.

  2. Step down to the lowest subdivision level and click the Create Normal Map button
    to generate the map. Again make sure this map is loaded in the active slot before you
    proceed.

  3. At this stage you have your ZTool with both a normal map and a color map generated
    (Figure 9.5). Both maps are loaded into the associated slot in the Tool menu. At this
    stage you are ready to transfer to Maya using Goz. If your GoZ is set up properly, sim-
    ply click the Tool → GoZ button to switch from ZBrush to Maya (Figure 9.6). If you
    want to export all your subtools instead of just the active tool, then click the All but-
    ton. If you only have some subtools visible and you want those exported while leaving
    the rest alone, click the Visible button.

  4. This file will open in Autodesk Maya with all normal and color maps automatically set
    up and ready to render (Figure 9.7). You may notice that, depending on your settings,
    the mesh appears with no color or normal map detail displaying. In this case enable
    Hardware Texturing under the Viewport menu as well as High Quality Rendering


Figure 9.4 The
Normal Map
menu options

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