my steps
- do a UV check
- select lowest subdivison
- create a normal mao
- clone the normal map
- flip vertically
- export normal map
- import mesh to maya (goZ)
- soften edge (normals)
- tangent space normals
and the results… look terrible
- the normal map in Zbrush
- the UV Island
- 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
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