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>> No.480698 [View]
File: 321 KB, 1024x768, dekuShield2..jpg [View same] [iqdb] [saucenao] [google]
480698

>>480696
So I had this question earlier:

Seeing as how zBrush regards the V direction as inverse to maya how can I ensure that the normal maps I export are correct?

I tried just flipping the V coordinates within zBrush prior to cloneing the maps and I thought all was well until I made this shield and noticed some of the ridges werent right. Flipping the green channel fixed it right up.

So if your curious here's what to do an in what order to ensure a healthy transition from zBrush to maya.

1-Import the mesh with the desired UV map. Meaning the V coordinates are corect for maya, and htus inverse for zBrush.
2-Sculpt and paint as desired.
3-Before generating the texture and normal map flip the V coordinates within zBrush
5-After generating, but before cloning, the normal map reverse the green channel.

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