Creating Normal and Displacement Maps with GoZ

If you want to use ZBrush to create Normal or Displacement maps, the process is similar to that discussed in the previous sections. Normal and displacement map creation involves subdividing the mesh in ZBrush before painting, and then comparing that higher resolution mesh to the original resolution when your maps are generated. Please reference your ZBrush documentation for more detail in how to create normal and displacement maps.

As long as you are working on a content item that has everything on a single texture, the import and export between Poser and GoZ should work the same as discussed under the morph creation sections. You select the item you want to export, use GoZ to transfer the OBJ to ZBrush, make your changes in ZBrush, and then click the GoZ button to bring it back into Poser.

However, it is important to note that most Poser characters use multiple texture maps with overlapping UV sets. A workaround for multi-map characters is to choose Material polygon grouping when you export from Poser.

Once in ZBrush, you can hide the groups that do not belong to a particular UV set. Hold down the CTRL and SHIFT key while you left-click a material group. Then you can generate a map from the remaining groups. ZBrush will pretend that the hidden groups don’t even exist when it creates your map.

After you have the desired material groups displayed, you will need to export the maps from within ZBrush, rather than exporting them back into Poser with the GoZ command.

 

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