ZBrushCentral

Zbrush Normal map issue?

Hey guys i got a simple model am painting in zbrush that am trying to get some normals from, so when i create the normals and view them its showing my seems, but in my poly paint i dont get any seems, so i go to 3dsmax 2012 and apply the maps thinking its a zbrush viewing issue, but when i apply the normal map in 3dsmax i get the same issue, i see all my seems, but in the texture map i dont see any. Anyone have this issue? Or am i doing something wrong? The uv were creating in zbrush also.

Attachments

normalIssue.jpg

Picture in max? Picture of uvs? Are you flipping your channel?

I am not flipping anything because when it comes back to max its correctly flipped, but i am using local space instead of tangent, because tangent looks worse, here is a quick render, these uv were done in zbrush,alos something else am noticing is that in some areas you could see the low cage coming through the normal map, i just posted another thread about this because i cant seem to generate smooth normals anymore,
renderUV.jpgUVzbrush.jpg

you’re using a tangent spaced normal map in local space?
why are you doing that?
if you want to use local space then you need to generate an object spaced map.

well am using the local space because it doesn’t look correct in tangent space in 3dsmax,how do i create one in object space in Zbrush? The options are adaptive and tangent?
Also what about the issue with some normals being smooth and the other not smoothed?

turn of tangent to generate an object spaced map.

what normals are smoothed and what isn’t?

A tangent spaced map should look fine inside of Max. If displaying inside of max you should be baking inside of max as well. Which shader are you using to display inside of Max? Have you tried another engine/shader. Do you understand how tangent spaced normals work inside of the shader as well as just in general?

none of the normal maps am generating are looking fine i see all the seem lines from the UV. what i mean by being smooth and un smoothed are highlighted in red. Now what am getting when i create a normal map is in the second image_smoothed UV is check and Snormals also checked. Also the third image is a render in max showing the seems.
normalIssue.jpgtestnormScapulanor_u0_v0.jpgrenderUV.jpg