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ZBrush® Character Creation: Advanced Digital Sculpting, Second Edition by Scott Spencer

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Rendering Normal Maps in Maya

In this section we’ll generate a normal map in ZBrush. You have already seen how to generate normal maps in ZBrush. Now we will look at the process in a little more depth, including how to export the map alone. We’ll then move to Maya where we’ll set up shaders and render the normal map (Figure 9-55).

Figure 9-55: The normal map displaying on the character in Maya’s viewport

f0955.tif

1. Open the werewolf ZTool in ZBrush. Draw it on the canvas and enter Edit mode. Step down to the lowest subdivision level. Assign PUV tiles by selecting Tool UV Map, set the resolution to 2048, and click the PUV Tiles button. For more information ...

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