ZBrushCentral

Mr.Graze_Artwork

Hey guys been around for some time but here is my first post. unfortunatly its not a beautiful top row image its actualy a nasty seam that im getting on my current model. ok so here is the normal map viewed in different settings. im not sure why there is this strange seam, becos technically the seam should be in the centre but its really random. only when i turn on tangent-space normals does it show the seam how it looks in photoshop. hope someone has the ‘win’ button for this problem cos i dont have any idea what to do.

Seam1.jpg

Attachments

Seam2.jpg

Seam3.jpg

So are you seeing the seam in other apps like 3DSMax, Maya, etc, or just in Marmoset? If its Marmoset exclusive you’ll probably want to ask on Polycount sense a number of the devs visit there:

http://www.polycount.com/forum/showthread.php?t=74848&page=5

it’s because you have a tangent spaced map created, so it should only display correctly when the shader is set to tangent spaced.

I guess I’m confused as to the problem you’re having? Is there a specific reason you want to use a different normal map type?

I don’t know how or what you used to make your normal map, but seams on a normal map can come from several issues. smoothing groups, not enough uv padding, your green channel needs to be flipped, you tampered with the normal map in photoshop and messed it up, or you have vertices that aren’t welded together and its your geo and not your normal map, those are just a few man. To figuring it out quickly you would have to explain how and what you used to make that normal map. Hope that helps.

I KNOW I KNOW!!! I think its because you have use the tanspose tool on higher
subdivs while you were repositioning the head at the sculpting stage. Now your
centre line has gone outta wack. It does that when you “X” symmetry on and
you have transposed your geo without having your view on the model
completely on the side veiw. Then when you went back down to the lower levels
to make your normal map, Zbrush has taken into consideration the extreme
bends and twists in the over lapping geo you have in the higher sub-d. This can
happen kinda easily and can be tricky to spot. To check out if this has
happened to you, you have to go to your first sub d and turn on wireframe.
then go up level by level slowly checking the back of the head to see if you
have overlapped geo. If so, just smooth it out and resulpt it. I hope I get the
“Win” button! :cool:

PolyHertz: i havent tried veiwing it in any other program yet but i will try that out now.

goast666: i dont want to use a different Normal Map type, the standard veiw is how marmoset sees it, the tangent space normals is how they should actualy look, and the world space normals is how the normals are being shown, i want it to show them as tangent space so how do i change that?

3dMob: well i used xnormal to make the NM, i also used photoshop to edit a few artifacts. i checked the rest of what u sed and its all fine, this shouldnt be happening argh lol its only happening on the head tho. and it al stil doesnt explain why the seam is totaly wonkey, apart from the smoothing group issue.

SadamHu: i didnt use transpose lol i modled most of it in max and just made it a little nicer in zb adding wrinkes and other details but i didnt change any of the overall forms.

does any1 no how to make marmoset veiw tangent space normals?