I rendered my model with the normal map in maya and i get weird results from it.
Anyone knows how to solve this? thanks
I rendered my model with the normal map in maya and i get weird results from it.
Anyone knows how to solve this? thanks
Check your UV’s inside of ZBrush (Tool > Texture Map > New From UV Check). If there is any red in the resulting texture, then ZBrush doesn’t like your UV’s.
What if it doesnt have any red in the uv check but still have the distortion from the normal map?
Did you do a thorough check ie. change texture size to 2048x2048 and export image to have a closer look at it?
It might help if you post an image of your normal map also. If it has something to do with the transition to Maya, then I can’t help you there because I don’t use Maya. Sorry. I’ve seen some say that enabling ‘FlipG’ in Tool > Normal Map can solve some issues.
This appears to be seams at your UVs. This is a problem with how tangent spaced normal maps work. You can do some research talking about how to fix and avoid these problems in the future…or at least how to hide them