ZBrushCentral

normal map seams

Hello,
i exported normal maps from xnormal, and when i apply this map to my model, i see some seam lines which is not part of the uv border. I have been searching and reading a lot about this, and still dont know if there is a solution? or at least why is it happening? i dont think i never had this problem with zbrush 3.0(now i use zbrush 4.0 with maya 2011)
i usually create normal maps from zbrush, but didnt work so this time i tried on xnormal.
1.jpeg

if you have any solution for this, please share your tips and thoughts.

thanks in advance :slight_smile:

Attachments

1red.jpg

uv.jpg

5.jpg

normal.jpg

I dont think this is a seam. Its a shading from the low poly rez that you have.
Try moving a little those edges and see if the problem that appears to be a problem is still there.

you can also apply a SDS to the model to see if that removes the error. If it is still there than it is a tangent normal error, if it goes away it is shading on the lowpoly geo (which is what it looks like to me). Fixing the normal error is more difficult as that requires moving your UV’s to accommodate for tangent changes based on the RGB values in the normal. The best thing to do is hide those errors in places that aren’t seen as much, under the arm, etc.

Normal map seams are prevelent in almost all games, you can find them in AAA titles on the back of heads/hoods. The small of the back, under the feet/hands, etc. It’s just the nature of the beast.

Remember though, just because you can see it, doesn’t mean everyone else will. If you post up an image saying, “hey, does anyone see something wrong with this?”, people will look for the problems and find them. A lot of seam errors are covered up by a moving character in a game, dynamic lighting, diffuse maps, spec maps, and detail maps. So don’t sweat the small stuff.