ZBrushCentral

normal map inversion at uv seams

So, I’ve ran into this plenty of times, but finally got fed up enough to post. Why, oh, why, dear folks, does Zbrush seem to do this so regularly? Pelt mapped models, so often, will have what looks like the normal map gradually inverting itself as it wraps around, let’s say, a leg, as in the sample here. I have workarounds and external tools for overpainting stuff like this that gets me through a job, but it is beyond irritating that my main, favorite tool, ZBrush, consistently does this, when on of the things it is supposed to be all about is creating high res details and baking them out. So… if anyone can help me figure this out, it would rock. I mean, really… is there just something stupid I’m totally missing? Because even a quick trip around the web shows a ton of people complaining fiercely on a regular basis about bad normal maps out of Zbrush. If there is something I’m just miss, please let me know. :slight_smile:

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In my opinion what it comes down to is that way that zbrush calculates and creates normal maps is far from perfect as seen below. If you want to create flawless normal maps that don’t have seams you need to use a legit baker like Marmoset, Substance, Xnormal etc.

If those bakers aren’t an option and you are stuck with zbrush, then I would recommend limiting your seams to areas that aren’t seen very often, under arms, back of head, etc.

That doesn’t look like an issue to me. Looks like a properly baked tangent spaced normal remapped to an object.

Does that produce an error in a game engine?

I want to know more about this so Im adding a comment.
Hi everyone!