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Please help me with Maya normal map Error

Hi everybody.
I’m using Maya 2013 x64 on Win7 x64.
And when i assign zBrush genreated normal map to my model strange artifacts occurs. I’m not sure that it’s seams but look very alike.
I tried to reverse red/green channels of my NM - no result.
I’ve used different materials. And tried to find answer in the net.
All solutons that i found won’t work.
There’s one last option: generate normal inside maya.
But source model is way too highpoly and decimation master kills some of details i prefer to maintain.
So if someone can suggest a solution to my problem. I would be super grateful. And tell your name to my children as the Name of the Hero!

here’s error screen

Attachments

error_image.jpeg

There’s one last option: generate normal inside maya.

I think this is the best option, to be honest. Especially if you’re rendering in Maya, or if the engine uses the same tangent basis.

If Decimation Master loses some detail, try playing around with the settings to aim to reduce the amount of decimation, or to manually preserve key areas. Also try to keep in mind the texture resolution of the normal map, as depending on the size and your UV layout, there’s only so much detail it can hold to begin with.

Xnormal is another good option, especially for larger files as it doesn’t have to display the mesh.

Can we see your normal map, UVs and an image showing the problem? I can’t tell what I’m looking at so I don’t see any problems in what you’re showing in your first image.

Hi again. Thanks for interest in my problem.
First of all, i tried to generate normal map in Maya and result was the same.


On this image i’ve marked problem zones.

creature-Normals_low.jpg
this is my normal map.

UV_snapshot.jpg
and UV snapshot.

From HERE you can download *.obj file and normal map archive.

Are you rendering in Maya, or using a particular engine?

I render in Maya with Mental Ray.

It might boil down to how you have the model/material set up in Maya (a program I’m not familiar with); loading up your files worked in Softimage using both a realtime shader and with Mental Ray (I had to uncheck unbiased tangents for that one though)

You know. It could have been model/material problem, but i tried different materials (including standard lambert) and it gives such problems anyway.