Quick Normal Maps in Zbrush 2 |
| This tutorial demonstrates a quick method for creating normal maps in Zbrush 2.
The normal maps are for low-res models for use in real-time games. This tutorial assumes you have already created,
UVed and exported your low-resolution mesh as an .obj file. If you haven't done so, you'll need to do this.
For the sake of this tutorial, I'm just going to focus on bringing the mesh into Zbrush 2, dividing the geometry
into a high-frequency mesh, creating details on the high-freq mesh and then creating the normal map within Zbrush. |
| After you start Zbrush, click on "Tools" and transfer it to the side. |
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| Once the tool menu rolls out, select Polymesh3D |
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| Expand the import roll-out at the bottom of the tools menu. Click on the import button. |
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| Pick the .obj you want to edit. |
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| The .obj is now a tool. Drag the the tool out to the main editing field. Press "T" to edit it. |
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| In the tools menu, expand "Geometry" divide the mesh as many times as you can (usually you can go up to "6"). Your mesh will get very smooth (and very dense). |
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| Tear of the "Transform" tab so you can edit the mesh. Use the existing tools to add whatever details you want. |
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| You can also use "Projection Master" to create surface detail. Press "G" to drop the tool and go into the Projection Master tool. Add details as you want to. Press "G" again to pick up the mesh and use the normal editing tools. Repeat this process as often as you desire. |
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| By leveraging the Transform tools with Projection Master, you can create very detailed surfaces. Hide parts of the mesh if needed to concentrate on certain areas. To hide an area, Shift+CTRL+Left-click around the area you want to work on. The selection marquis will be green. This will hide the other portions of the mesh. To unhide, Shift+CTRL+Left-click, again, in the workspace. To hide the selection you are working on, Shift+CTRL+Left-click as you drag, but let go of the shift key and the selection marquis will go red. You might want to use masks and stencils as well. |
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| To create a normal map, you will need to take a snapshot of the mesh at it's highest detail, then ramp the resolution down to the lowest level and take a snapshot of the low-res mesh. Go to "Geometry," dial the slider up to the highest setting. Then, click on the snapshot button. |
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| Slide the geometry down to the lowest setting. Click the clear layer button to delete the snapshot of high-res model from the workplace. You don't need this image to generate the normal map. The low-res model should be visible. Click the snapshot button again. |
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| To generate the normal map, expand the "Normal Map" roll-out in "Tools." Make sure the "Tangent" option is selected. The default resolution of the normal map is 1024 by 1024 pixels. You can change this if you need a higher or lower resolution. Click the "Create Normal Map" button to generate the normal map. |
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| Zbrush will create a normal map and place it in the "Texture" menu. You can see your normal map in this menu. Click on the "Export" button to save the normal map as a Photoshop (.psd) file. You may need to flip the image vertically. You can do this in the Texture menu or you can do it in Photoshop. |
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