I generated simple displacement on a polysphere with GUVtiles UV unwrapping and generated normal maps using different presets. The normal map is reversing itself on the seams of my UV borders… Not reversing itself on the red/green channels… but actually “inverting” itself it seems…
I have been trying multiple methods of displaying normal maps properly in 3DS max, Unreal 3, and Maya. All my normal maps have been generated using tangent space from zbrush using various tangent space presets… I have tried seem overpainting etc… the closest I could understand the problem so far is the the vertix tangent space of the highres model and normal map don’t translate into the UV space of the lowres geometry model… but I thought that was the whole point of using normal maps? I am well aware of flipping the textures vertically when exporting etc… Is there a technique that I am missing? I have attached a jpg to show the simple pipeline that I used to generate my problem.
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