Now we'll generate the normal map.

ZBrush will calculate the differences in surface normals between the highest-level mesh, and the mesh which occupies level 1. These differences will be represented an RGB image which will be added to the Texture palette.

Map options are available from the Tool>NormalMap sub-palette. These include map resolution and quality, and whether to use local coordinates (Tangent button pressed) or world coordinates (Tangent button un-pressed). Universal options, such as flipping certain RGB axes, can be set in the Preferences>ImportExport sub-palette.

All options should be chosen before pressing the \C020202Make Normal Map\C484848 button.
