So my normals did not work out. I think it is because of my UV layout, and it being messy in some places. The result is that when I applied it to the model, a ton of issues cropped up. I did discover that I can improve this mapping though by fixing the UV, then re-importing the file into ZBrush. Zbrush will then retain what I have sculpted onto the model, allowing me to get better normals and then apply them to the base in a better way.
This is what It ended up looking like in the Maya renderer. What Is odd is that there are normals affecting the head, that should not be there, and the head was unfolded well and had no overlapping pieces. Why this pieces is deciding to render that way is unknown to me.
It also completely ignored the sleeves that I added to the model. This may be too much of a polygon change to even be reflected with normals, but the shirt was so thin, I am surprised it did not pick it up.
With the vest I can see where the UV layout overlapped and caused the normals to be placed off center. I will attempt to rectify this by fixing the UVs. The Uv's I spent ages on and still could not get a proper unfold with the arms or the vest. I'll have to see what I can do to fix it.
With the vest I can see where the UV layout overlapped and caused the normals to be placed off center. I will attempt to rectify this by fixing the UVs. The Uv's I spent ages on and still could not get a proper unfold with the arms or the vest. I'll have to see what I can do to fix it.


I had problems with zbrush before. The model looks great in Zbrush; I'm sorry that this happened to you.
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