ZBrush Tip: Tangent vs Object-Space Normal Maps in ZBrush

January 30, 2026 2 min read

ZBrush Tip: Tangent vs Object-Space Normal Maps in ZBrush

Picking between Tangent and Object space normals is a small checkbox in ZBrush that has big downstream implications. Choose based on how your asset moves, where it goes, and how your target renderer interprets normals.

  • Tangent-space normals
    • Best for deforming assets like characters, creatures, and anything rigged. The detail “sticks” to the surface as it bends.
    • Produces bluish maps with subtle color shifts; orientation is relative to the surface tangent basis.
    • Portable across UV edits (as long as topology and tangents are preserved) and efficient for game engines.
    • Typical for engines like Unreal and Unity; verify channel orientation (often requires green-channel flip depending on target).
  • Object-space normals
    • Ideal for static props, hero assets, scans, and product shots where the mesh won’t deform.
    • Produces colorful “rainbow” maps; orientation is relative to the object, yielding cleaner gradients and fewer shading artifacts.
    • Great for baking ultra-clean hard-surface details and for offline renders where stability and fidelity matter.
    • Not suited for deformation; any pose change breaks lighting correctness.

Configuring in ZBrush

  • Prepare UVs first (Tool > UV Map). Set the final map size (e.g., 4096) and enable SmoothUV if your destination smooths during render.
  • Create normals (Tool > Normal Map):
    • Enable Tangent for tangent-space, disable it for object-space.
    • Flip G if your target uses DirectX-style normals; uncheck for OpenGL conventions. Verify per engine.
    • Use Adaptive for sharper microdetail on hard surfaces; test with and without to avoid aliasing.
  • For multi-subtool or batch export, use Zplugin > Multi Map Exporter. Match size, padding (8–16 px), and channel flips consistently.

Pipeline and compatibility tips

  • Match tangent basis with your destination. If your engine/DCC uses MikkTSpace, confirm results in-engine; when absolute parity is required, consider baking in the target app for 1:1 shading.
  • Avoid double flips. If you flip G in ZBrush, don’t flip again on import. Keep a per-engine preset.
  • Set normal maps to non-color data (linear) in external DCCs and engines to prevent gamma shifts.
  • Mind UV seams: enable padding and, if needed, SmoothUV to align with the renderer’s smoothing behavior.
  • Validate with a neutral lit turntable before committing. Look for seam pops, inverted curvature, or gradient banding.

Quick decision checklist

  • Is the asset deforming? Use Tangent.
  • Is the asset static and needs pristine shading? Use Object.
  • What’s the engine convention? Set Flip G accordingly.
  • Are UVs final and padded? Prevent seam artifacts.

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