After three days of trying every possible combination and permutation, I can’t, for the life of me, generate an artifact-free normal map in ZBrush2. So, at my wits end, I have documented my miserable attempts in the hopes that someone in the community may be able to offer some insight.
The Specs:
I am using Maya’s native renderer which I have succesfully tested using the shading network included in the Killeroo file made available by the kind folks at Headus. (http://www.headus.com/au) I’m therefore quite confident that the shading network is not to blame as it works with a proper normal map.
The Workflow:
I modelled a low-polymesh tree stump in Maya, imported to Zbrush, stored a morph target, subdivided 7 times (with Smooth UVs on) and then proceeded to paint all the high freq detail. I then generated I normal map using Adaptive tiles at 2048K. (See screenshot with settings)
Finally, back in Maya, I converted the polygonal mesh into a subdivided surface applying the shading network from Killeroo and rendered using its native renderer.
The Problem:
The normal map suffers from abrupt interruptions that coincide with the polygonal edges of the base mesh. Curiosly, this phenomenon is not uniform - there are portions which span several faces where the texture is continuous. For example, note the portion that begins under the branch and continues upwards. This entire section is perfect and is what I am potentially after for the entire model… Any ideas? Your help is greatly appreciated.
The Images:
HELP!