some normal maps made in ZB are giving opposite results in XSI. Simply put, the outs go in and the ins go out. Maddeningly, this never happens on test objects, but only on real projects. Bummer.
I’ve followed the instructions on this thread:
http://www.zbrushcentral.com/zbc/showthread.php?t=67101&highlight=normal+map+XSI
which works fine on test tori and such, but not on my projects (which are not that complex. I’ve also tied all the fliping red and green channel stuff suggested elsewhere on this forum, and all i get is a diiferent kind of mangling.
Any other ideas? I’ve redone the current project twice, figuring i did something wrong with the model, but it comes out the same – bad.
I’ve yet to get a decent result from a zbrush normal map in XSI.
Does anyone have a configuration file that works? Currently i use the Maya tangent space node best quality, as suggested by the thread above.
please help!
NJ
EDIT: I got the normals to go correctly, but to do this i had to select tangent space, which causes the problem in pic – discolored faceting type thing. These are not even UV seams. Any ideas?
Attachments



