ZBrushCentral

Inverted Normal Maps / Layered U.V.s / Problems rendering.

I’ve been having an issue with properly rendering out my normal maps in Maya. With “High Quality Render” checked on for previewing my mesh in the perspective cam, the normal map looks great, but when I actually render (mental ray) the mesh, almost half of the normal map is inverted.

I’ve learned that this is basically happens where I’ve layered the U.V.s on top of one another. This issue has only plagued me in this instance and every other time i’ve layered U.V.s (i.e. a symmetrical character’s legs, arms, torso) the normal maps turn out fine. Can anyone help me? please?

are you baking the normals with overlapping UV’s or just mirroring the UV space after bake?

try turning on ‘‘shade uvs’’ in the uvtexture editor.

You might need to ‘‘cycle/flip’’ your uvs, however because they are overlapping maybe its the face normals of the geo.

"try turning on ‘‘shade uvs’’ in the uvtexture editor.

You might need to ‘‘cycle/flip’’ your uvs, however because they are overlapping maybe its the face normals of the geo."

I’ve never used the cycle/flip option, but I’'ll give it a try and checking the normals is a good idea (something I’ve overlooked).

This is an old project that I dropped a while back because of time, so i’ll have to go back over a few of the basic checks.

Thanks you brother, great portfolio by the way “Morph Division”.