ZBrushCentral

normal map...seams problem.

Hi Zbrush masters,

when i generate the normal map from Zmapper, i see seams that are hideously visible…please see picture…
could anyone please tell me HOW to fix the seam problem ?..
is this a case where i need to do something to the low poly geometry in 3ds max before i import it into zbrush or something?

please help…

Attachments

seam_prob.jpg

This looks like a Tangent Space map. Such maps will have visible seams at the UV’s because the tangent changes every time it crosses a UV seam. These seams may or may not be a problem when the model is actually rendered, though.

Try creating an Object Space map instead. These maps do not have the same sensitivity to UV seams.

thanks aurick for taking time to answer to my needs,
really appreciate it.

one more question, this might be silly question but,

i keep getting this message about having multiple UV regions when i try to open up z mapper to generate a normal map…
how do i make sure that i don’t have multiple UV regions?
how can i fix that?

Simple, make sure all of your UV’s are located in 0,1 space in your UV map.

hey testure, thanks for your reply,
in 3ds max, do i need to break up my model into pieces into an unwrap map before i bring it into z brush or, i’m not sure how that whole process works,

WHAT do you have to do in 3ds max to make sure all of my model’s UV’s are located in 0,1 space in my UV map? can you please tell me how that process works? do i do that in unwrap UVW under modifier?? please let me know…

also, is there any way i can check in 3ds max if the model i made is actually okay to bring into z mapper (all in one ONE single UV group.)??? BEFORE finding out in zmapper??

YOU have to change the (color space srgb to color space raw), check the green channel of the texture, and it will help 100%.
it works in blende, painter, maya …