ZBrushCentral

Normal

Hallo,

when I export normal map with MultiMapExporter I get visible seems in the map. It should export the whole character without visible seems like it does with colorMap and DisplacementMap. Do you have any idea why the normal map is exported like this.

When I export in normal map in WorldSpace you can not see the seems. But in tangent space its wrong.

Attachments

wrongNormal.JPG

A normal map applied as a diffuse/color map won’t reveal any useful visual information, so it may just be a trick of the eye. You might see a gradient or sudden shifts in the direction if you do this, but these things may exist to compensate the data contained in the model itself in order to properly recreate the information that it needs to.

If a seam or error appears when the normalmap is applied as a normal map, then you can start hunting for the source of the problem. Sometimes the y-channel (usually green) needs to be inverted, sometimes the tangent basis or vertex normals are being calculated differently between your baker and your renderer. Sometimes you might be asking too much out of the normal map by trying to get it to compensate a pretty big transition in direction; make sure that uvs are split along hard edges.

Hi,

of course that’s a problem in renders. I tried to flip green channel, did not work. I tried to create normal map and use it for base mesh from the zbrush [the same model which I created map from], It did not worked aether. Than I tried to use displacement map for bump map but I got visible seams also. I tried to create black and white map with and without calculation of scale. There was no good result. I even tried to do it with eXNormal but I got same results.
With eXNormals I created color map which ex brought from zbrush. That map is seamless. Do everybody get seams in all models when you are rendering ? Is this game only about hiding seams?
I even tried to paint the same color from one polygon to the corespondent one on other uv island. But its really lot of work to do it seamlessly.

this is how the problem looks like in render

seamsProblem.jpg

tried to create normal map and use it for base mesh from the zbrush [the same model which I created map from], It did not worked aether.

Vertex normals, tangents and binormals aren’t going to survive an obj trip in and out of zbrush.

Than I tried to use displacement map for bump map but I got visible seams also. tried to create black and white map with and without calculation of scale.

These methods especially would ignore some pretty key information contained on the lowpoly mesh. A technique like that might be better fitted to planar textures.

With eXNormals I created color map which ex brought from zbrush. That map is seamless. Do everybody get seams in all models when you are rendering ?

The issue isn’t that you’re getting a seam on your normal map; that seam is going to be there because of the nature of the uvs. What you see as one vertex on the mesh’s shoulder is actually two verts (or more, depending on how it is unwrapped), and high chances are that what is considered left to one of them is relatively seen as being right to the other. If you have to use a color channel to describe that one direction, then you’re going to wind up with different values.

The problem is that those seams shouldn’t be visible once the renderer applies it as a normal map and takes everything into account.

Since it was never mentioned in the different things you tried, what do your vertex normals look like? What engine are you rendering in?

I am rendering with vray in 3ds max . I use vrayNormal node for plugging the map into material.

here you can see 3 passes from the render.

normals.jpg

Vertex normals as in the actual normals of the verticesalong the seams (basically how they’re handling the smoothing)