ZBrushCentral

Normal map crack in maya

hi guys!

I have spend last 8 hours trying to figer out what is going on with my model. Baisicaly I have created high ress model in Z , then re topologies it and project details on to it. Then I have UV unwrapped it in Hadeus , export to maya . Baisicaly this model goes with subdivisions up to level 6 in Zbrush. So I have got displacment map fo lvl 1 to 4 and norm map for lvl 4-6. From some reason I get this cracks on model when render in maya - all of them are on the seams of UV map. I tried to fix map map in photoshop but, there is nothing to fix with normal map or disp. map. For second I thought there is something wrong with topology )rg. double vertexes or faces) but there is not.

Pls pls HELP !!

Attachments

normal maps racks.jpg

if I had to guess, I would believe there is something wrong with UV’s. I get this A LOT when I try to bake an ambient occlusion onto my low poly.

I’m not an expert but check if you have any overlapping UV points,

or check if the displacements map are conforming right to the model (if you are using a displacement map from a higher subdivision model to a lower subdivision model and vice versa)

I know it’s not the best help but I just wanted to give my advice regardless. I know how frustrating it can be especially regarding UV’s and mapping. Good luck