ZBrushCentral

Question about Tangent Normal Map

Hi !

I’m still new to the world of 3d and I have question about exporting tangent normal map. I use Zbrush to sculpt details that I will export as a Normal map into a game. However, at each seam of my UV, my normal map is kind of “broken”. The color value are changing, so it create a seam on my render. When I generate some world-space normal map, I don’t have this problem. Can somebody explain me this problem or point me a link that explain this behaviour. I’m totaly noob in 3d, so maybe this is normal, but my UV must have a seam somewhere and I would like to know how to export a Normal map without seam.

I hope my bad english didn’t confuse you too much and thanks for your time.

This is due to the math involved with calculating this specific type of map. It can’t be eliminated. If you’re using a tangent map it’s best to lay the UV’s out in a way that hides the seams.

There is a technique that can help with seams you can’t hide. You can read it here: http://www.zbrushcentral.com/zbc/showthread.php?t=56882

Steel gate valve is excellent for use anywhere a shutoff valve is needed. Steel gate valve can also be used where throttling capabilities are desired, although this is not generally recommended as erosion of the seat and disc occurs due to the vibrations of the disk in throttling applications…from the site www.ulovalve.net/gate-valve.htm