k Guys;
Couple of screen shots (they always help)
First things first;
Model exported from maya low rez mesh. Imported to ZBrush, brushed muscles and exported the tool.
I have been loading this tool back in for the normal map because I wanted to use a higher division level for the normal map mid disp high normal
So I have already exported my displacement maps at like a res 3 or so and they’re working VERY nicely.
I import the tool, save morph at low res, go back to lvl 3 and subdivide to 5, then paint my rough crappy normal test stuff.
Drop back to the lowest res
no flipping for now
Tangent and Adaptive selected, res 4096, switch to the morph target and then generate the Normal map. I then FLIP the texture in Y in the texture section so that it is the right orientation for maya, and export to TIFF.
From there I batch convert the TIFF to an IFF, load the IFF into this shading network for MRay in Maya6.0
http://www.headus.com/au/samples/norm-MR/graph2.fig.html
And I have done as tol, flicked the R back to X and the G back to Y so they are not switched (I get the SAME results mind you without this flipping of channels)
Turn off all my displacement mapping deleting nodes etc
and THIS is the friggin result!
I can’t for the LIFE of me get anything other than this crap going on…
This is the Zbrush model with the crappy zbrush line
and now for the maya renderer using MR
Notice how the chest is negative and the arms are positive bumping… earlier I was getting this effect across the left and right sides… sigh
Edit
Oh yeah another thing to note is that when I plug the normal map directly into the shader normal camera, and then use the Highest Quality Rendering it looks EXACTLY the same too…
EDIT
Exporting the low res mesh from zbrush again and reimporting this into maya again doesn’t change anything either