ZBrushCentral

Problem with 3ds max normal maps

I get strange squares on my model when I render with the normal map applied and it only happens with the normal map applied yet there is nothing wrong with the normal map, at first I thought it was because of the tiled uv layout so I tried it using uv spherical and the same thing happens. I examined the bump map and I see no squares on that…

I have tried two methods of exporting the normal map from zbrush, I have done it using the 3ds max configuration in zmapper and I have tried exporting a displacment map and then converting that to a normal map using another program. Both methods produce the same out come with the strange squares.
This happens with everything I create and it is so frustrating!

here is an example of what I am talking about

and that same model without the normal map applied…

and the model from zbrush to show that it’s not got those squares on the high poly

What do the UV’s look like? Does anything odd happen when you use ZMapper’s morph unwrap feature?

Have you tried increasing the Raycasting Max Scan Distance in ZMapper’s Misc menu?

hmm it’s still doing it :frowning:

Could it be 3ds max?

I found out it is the seams in the uv layout, I had to weld them together because zbrush does not do this for some reason. But now I have a new problem…

zbrush’s uv layout has seams running all over so I have these weird squares on there that I cannot fix because in the uv they are on oposite sides so I can’t exactly weild them together. Is there a way for zbrush to creat the uv so that the seams are in a better place…