Hi guys! Nice to be here!! I’m a bit stuck in a problem that I couldn’t find a solution, searching everywhere for the last couple of days, I hope someone here could help me out.
I just modeled this horse, and when exporting it, all the maps are ok, but the NORMAL MAP is flipped where Polygroup islands stick together… I’ve used UV Master to unwrap it, and exported Normals from both Multi Map Exporter and regular “Tools/Normal Map” exporting tab… And in both cases the UV seams seems to be inverted… But only for Normals… Polypaint and Displacement are ok.
Even baking normals from the correct displacement in xNormal App gives the same error in the Normal map. Any idea or tips for a functional workflow to export those maps from my 6 level / 33mi polys model, so I could keep the same level of detail I have in ZBrush, at my VRay render in 3dsMax?
At the images below you can see the where the different polygroup meet, we have is inverted in the render, giving this shadowed look in the body… I even generated an inverted version in xNormal, and composed just the body over the original map, but this still didn`t meet the same pattern…
Thanks in advance!
Rodrigo Sotero