ZMapper
From ZBrush Info
The following links give an introduction, conceptual explanation, detailed discussions of workflow, basic and in-depth examples, and a full reference, for using ZMapper and ZBrush to generate normal (and a few other) maps that allow you to display in other applications the detail you've sculpted into your ZBrush model.
The order given below is roughly the recommended reading order, subject to your own needs.
- ZMapper Introduction: Without going into details, this provides an overview and quick description of the normal map generation process, and a few other ZMapper abilities.
- ZMapper Interface: A complete description of all the controls available in the ZMapper interface.
- Bump, Displacement, and Normal Maps: Gives a full description of the theory behind these different kinds of maps, with a strong emphasis on normal maps. If you'd like to get a better understanding of normal maps before getting into ZMapper, this is the place to do it.
- ZMapper Projection: Like almost all other normal map generation tools, ZMapper can produce normal maps by projecting (raycasting) high-resolution geometry onto a low-resolution model. This is a fairly standard technique in the gaming industry. (However, if your high-resolution model has been produced from the same the same low-resolution mesh for which you are generating the normal map, ZMapper has a much better way of producing normal maps, which is described in the Introduction, Reference, and Examples sections of this document.)
- ZMapper Shortcuts: A useful cheat sheet for working with ZMapper.
