Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Normal Map Problems
show user profile  Elliot Yeah?
Hello, I've been having a few problems with getting normal maps from zbrush to 3DS max and a friend of mine recommended these forums to see if anyone knows a solution.

When I apply the normal map in a dx9 material slot its fine (the picture to the right) but when I apply it in a max standard material it inverts the normal map and screws up the seams. When I apply the map in the diffuse slot the seams do not match up properly either so there is a problem with the normal map. It doesnt matter whether I render to texture in max using an exported .obj from from zbrush or generate the normal map just in zbrush it ends up the same. I've tried exporting and reimporting both models to make sure that there isnt anything wrong with them but it didnt change anything. I also tried resetting the xform on both objects, again with the same result. So I'm at a bit of a loss here, If anyone has any suggestions I would be very grateful.
read 868 times
3/11/2009 3:43:41 PM (last edit: 3/11/2009 3:43:41 PM)
show user profile  K-tonne
could try inverting the green channel in max
also using the zmapper in zbrush to get a 2048x with good export options as default- using the preset zmapper configurations or imported ones- 3dsmax8modifiedE.zmp or other

Website and Portfolio

read 857 times
3/11/2009 3:55:37 PM (last edit: 3/11/2009 3:55:37 PM)
show user profile  Dave
Forgive my friend, he's a n00b. Elliot forgot to put the normal map on a Normal Bump material in the Bump map slot.

You n00b!

"I flew over Egypt once"

read 826 times
3/12/2009 8:08:57 AM (last edit: 3/12/2009 8:08:57 AM)
show user profile  Dejitarujin
Well, now I'm suddenly aware that there is a Normal Bump material, so something good came of this :)
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 812 times
3/12/2009 8:33:43 AM (last edit: 3/12/2009 8:33:43 AM)
show user profile  Dave

"I flew over Egypt once"

read 791 times
3/12/2009 3:09:37 PM (last edit: 3/12/2009 3:09:37 PM)
show user profile  Mashedpot8er
Whats all this Ruckuss ? I need to learn about this Normal bump material shizzle. I am a n00b too :)

Cad Monkey

read 775 times
3/12/2009 6:45:40 PM (last edit: 3/12/2009 6:45:57 PM)
show user profile  Dave
Basically... with standard max materials, you add a "Normal Bump" material to your standard "Bump" map slot. With this you can put in a normal map, and an optional bump map for extra... err... bump. Otherwise, the normal map won't render correctly.

You n00b! ;)

"I flew over Egypt once"

read 757 times
3/13/2009 3:36:34 AM (last edit: 3/13/2009 3:36:34 AM)
show user profile  K-tonne
plus it gives you the option to adjust the normal strength, flip red, green, or both channles, add a complimentary additional bump map to add finer/ more detail, set to tangent, local x,y,z, screen or world normal type

Website and Portfolio

read 749 times
3/13/2009 5:00:18 AM (last edit: 3/13/2009 5:00:18 AM)
show user profile  Dejitarujin
Out of curiosity, exactly what do the different settings for normal type do? Screen I can imagine, but the others confuse me. Local especially seems redundant.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 742 times
3/13/2009 6:20:11 AM (last edit: 3/13/2009 6:20:11 AM)
show user profile  mattymoose
While we're on the subject of normal maps, I need some advice. I often do sculpting/normal baking in Blender before bringing it into max for rigging - the problem is, Blender handles normal maps differently than Max - in order to display correctly in Max, I have to use the "flip Red (X)" normal bump setting.

My question is, is there some way to convert the normal map image file to the proper Red/X format? Even if not, can someone explain what is going on here?

read 719 times
3/13/2009 7:44:06 AM (last edit: 3/13/2009 7:44:06 AM)
#Maxforums IRC
Open chat window