Hello,
i have big problem that doesn’t let me use normal map in other softwares. Basically i got wierd sharp lines in maya after attaching normal map texture previously exported from zbrush. Anybody know how to fix it?
I checked, its not a problem of Maya, because normal map from internet works.
well I cannot give you the answer but i can give you a clue.
I had last time something like that when i have exported displace map from zbrush to 3ds max, and then attached it in material editor as a “bump” well that was mistake. Then I have found that every render have it’s own method. Arnold or Vray need to be used by adding “modifier” “displace” to object (i don’t know maya so I don’t know how this is called). It is modifier specified by the render probably maya have same method.
that’s right what you say, but i have this problem with normal map so i have to attach texture to “bump” mapping in arnold standard surface. There is separated node for displacement map, but only for this. I tried different variations while exporting from zbrush, and normal map looks good in photoshop, but after apllying to maya it is distorted somehow :\
you need to invert your green channel on your normal map from the looks of it.
tried, doesn’t work unfortunetly
but thanks for reply,
anybody have other ideas?
Can you post your maps and UVs? I’m about 90% sure that is either a green channel issue or a stacked UVs during bake error.
Was this baked in Zbrush? Do you get the same error if you get bake in another software?
i didn’t try any other software, because im still learning and i know only Maya for now. here you go,
i did every channel invert and it didnt work, it just changes the direction of those lines, but its still problem there.
Ahh, you baked this in Zbrush. I don’t think I ever actually use Zbrush’s normal maps for anything.
Try baking in something like Substance Painter or Xnormal (free) and see if you get better results.
Good luck.
if bump map is fine instead of tangent space, make sure you set the color space to RAW in the texture attribute then you can set back to tangent space again.