I’ve sculpted (added wrinkles) a Maya mesh that was UV mapped in Headus and created the Disp and Normal maps with basic default settings. Using GoZ, I’ve rendered in Mental Ray and notice that the edges of both maps have “creases” that follow were the UV map has more resolution along the seam areas, and stretching along the seam areas is noticeable when I apply a bump texture. Please see screener. I’ve had this problem before and wonder if anyone knows of a possible setting or technique in ZB that eliminates this.
Thank you