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.