ZBrushCentral

Need help with normal Mapping

my steps

  1. do a UV check
  2. select lowest subdivison
  3. create a normal mao
  4. clone the normal map
  5. flip vertically
  6. export normal map
  7. import mesh to maya (goZ)
  8. soften edge (normals)
  9. tangent space normals

and the results… look terrible

  1. the normal map in Zbrush
  2. the UV Island
  3. the normal map in maya render

[attach=228233]Rabbit_Zbrush_UV.jpg[/attach]
[attach=228232]Rabbit_normalMap_Island.jpg[/attach]
[attach=228231]Maya_NormalMap.jpg[/attach]

So I wondering what I am doing wrong…

please help

Attachments

Maya_NormalMap.jpg

Rabbit_normalMap_Island.jpg

Rabbit_Zbrush_UV.jpg

flip your green channel on that map.