ZBrushCentral

Normal Map seam issue while exporting from Zbrush

I don’t know what is going on but before there wasnt this problem. Here is my settings. It is only 1 UV set and there is no flipped faces. I tried to changed the Uv’s but nothing changed. Any suggestions?

How does it look when the normal map is applied as an actual normal map to the material? These maps are really just data for computers to use, so just because the colors might look off to our human eyes doesn’t mean it will look off when its actually used correctly by the renderer.

Personally though, I prefer baking the normal map in substance painter or another program like xnormal. You can get more control over the result (making sure that the tangent basis is synced between the baker and renderer for example), and if you ever have to rebake the maps for whatever reason then everything will be all set up for you and you wont have to keep hoping between programs.

Thanks for the respones! It looks like flipped normals between seam areas. I solved it anyway by modelling it from the beginning but I would like to know why it happened.

After 2 years I had that issues several times and understood why this happens :)) It happens because of the UV layout. Nothing about programs. When you layout your UV’s stands rotated 180 degrees to each other where the lines tangents between in 3d space, the normals calculate it reversed world space and this happens.