Hi,
i´ve recently started working on an anatomical study and hit a dead end now…
For the high frequency skin details i wanted to make a bump map.
Considering polycount limitations and such, i finally came up with a possible workflow: Using Multiple UV spaces and polypainting with HD Geometry in Zbrush.
But now i got these nasty distportions all around my UV-Seams.
I already encountered them on my displacement maps, but since i couldn´t find a fix, i just smoothed them out in photoshop.
That worked alright, since they were not overly detailed, but for my detailed bump map, thats not an option.
I layed out my UVs in Max, and because i read somewhere about smoothed uv-edges, wich max doesn´t do or something, i tried to just use the seams and unwrap using Zbrushes UV Master.
This way i also ruled out the multiple UV spaces being the problem.
I also tried “fix seams”, but that didnt work either.
So my question is: Is that just a problem everybody has to deal with and if yes, how to properly deal with?
Or is it just me?
Any ideas?
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