ZBrushCentral

Normal Map Seams (fixed!)

I know this has been discussed to death, but everything I’m seeing online either says to dial up Seam Overpaint in ZMapper, or it explains how to manually touch up normal maps in Photoshop.

I’m using the 3DS Max7_TangentSpace_BestQuality.zmp preset, and I’ve got Seam Overpaint cranked all the way up. My color map exported out of ZBrush just fine - no seams, but I can’t seem to get a seamless normal map out.

Rendering in MR, 3ds max 2009, using tangent space.

Thanks,
Dustin

Maybe your initial set of uv’s… if they are too near each other , the uv seam overpaint gets one shell over the other.

can we have a look to the normal map generated???

Good thought, but that doesn’t appear to be the case. Attached is the normal map with the UV layout over it. You can see in the closeup image that the bleed out of the seams is healthy, but not intruding on other patches in the layout.

I just downloaded Eric’s 3dsmax8modifiedE.zmp and it seems to have helped a tad, so I’ll use that as a starting point and continue to see if can get rid of the seams.

[normal.jpg]normal_closeup.jpg

False alarm, normal map wasn’t the problem. max’s Normal Bump material has two inputs, one for the normal map and a second for an additional bump map. My additional bump map was causing the seams wonkiness. I fixed it, all is well. Thanks.