Normal Maps in 4
From ZBrush Info
Normal Map Submenu
The Normal Map menu has been enhanced to provide more control over the created maps.
Several options have been added or enhanced:
- FlipV to flip the map vertically
- FlipR, FlipG and/or FlipB to flip specific color channels in order to accommodate the needs of a specific renderer.
- SwitchRG will switch the Red channel with the Green channel in your normal map.
Note: These settings are in addition to the NormalMapFlip settings that are found in the Preferences >> Importexport menu.
- Texture Thumbnail, which displays the currently-selected normal map or can be used to select a new one. To select a different normal map, it must first be loaded into the Texture palette. Then click the texture thumbnail found in the Tool >> Normal Map menu and select the desired map from the popup window.
- Clone NormalMap, which will copy the current Normal Map to the Texture palette. This action lets you save your map or do other operations from the Texture palette.
- Bump maps are now useless in calculating normal maps because 3.5 can easily handle models in the 10 to 16 million polygon range. A 4K map has no more than 16 million pixels of data. That means the most detail it can possibly hold is equivalent to a 16 million polygon model. Most maps actually waste about 25% of the available texture space, which means that a model of 12 million polys holds the same detail that a texture of 4096x4096 can hold. So a bump map can’t add any more detail than what the model can already support. Additionally, ZBrush 3.5 can use HD data to create a normal map. (See below.)
As for projecting details between meshes, you can now do that through the SubTool menu thanks to the Tool >> SubTool >> Project All feature and the ZProject sculpting brush. In fact, 3.5 has improved the projection routines and also added new features such as PA Blur and PA Distance. This is a significant improvement over ZMapper, which provided no control for projections. You can also use the sculpting brushes to clean up a projection before creating the map from it – something else that wasn’t possible with ZMapper.
Creating a Normal Map which includes HD Geometry
The creation of a Normal map which includes the HD Geometry is the same as a traditional Normal map, except that the HD Geometry slider must be at the maximum value, while the Subdivision slider must be at the lowest value.
