Hello everyone, I’m having seams on my model shown as below after I attached my Normal map on.
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
so I googled and followed the workflow of a tutorial on polygon forum :
Typical Mirroring Workflow
- Delete the mesh half that will be mirrored.
- Arrange the UVs for the remaining model, filling the UV square.
- Mirror the model to create a “whole” mesh, welding the mesh vertices along the seam. (I switched the order in 2 and 3 because I was using Headus UVlayout and I mirrored before UV)
- Move the mirrored UVs exactly 1 unit (or any whole number) out of the 0-1 UV square.
UV group shows the 2 UV regions in different color and Z-mapper asked me to choose which one to render.
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
I chose the right half as the main half being mirrored.
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
and this is the result
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>
I did as the instruction and somehow zbrush is generating normal maps with no details on them if I import the oject with 2 UV regions ( mirrored set placed at U-1 block). Which is a different result than what should happen. Does anyone know how to fix this kind of problem? How to make z-mapping work in generating multi-ple uv regions?
Whats the step people do to avoid getting seams? I know some suggested to hide the seams if we can’t solve them… but I see a lot (or all) of people who have their model displayed in the galleries don’t seem to have this kind of problem. So there must have a way to avoid this kind of problem. Would anyone kindely help me out? Thanks a lot.