Hi everyone, I was wondering if anyone could help me with a Normal map problem I’m having. I created a base mesh in Maya, sculpted it in ZB3. Reconstructed it in ZB2 and tried to use Zmapper to export the normal maps but each time it came out faceted. I thought it might be that my Uvs weren’t sewn but I checked and they are fine. I’ve even tried using the XNormal method after trying to export a displacement map in ZB3 from the lowest subdivision but that came out pretty much the same only this time in grey. When I clicked the “uv morph” button in zmapper, the uvs did morph to the right positions but individually as if the uvs were not sewn together. I’ve been racking my brain for hours but no joy. Any ideas/solutions would be most welcome.
~k~
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