ZBrushCentral

normal map problem

hi guys,

i have made 1 creature in Maya. and later i import it in z brush. after giving some details on face and stomach ( Abs ). i created normal map. but when i apply it in maya. there is some problem where i cut uv’s.

if anyone know how to solve these issue then please help me.
i am uploading some images of that problem. please cheak it.

thank you.

It looks like you have UV’s too close to the edge of the map, which are then getting read as being on the other side. This pulls that section all the way across like that.

When you lay UV’s out, always leave space around the edges to prevent this from happening.

Also, you could stand to make some changes to the mapping anyway. The current layout wastes the vast majority of the texture space. It’s very inefficient, and greatly reduces the amount of detail that the map can hold. Check out the mapping here: http://www.zbrushcentral.com/zbc/showthread.php?t=072878 This example shows how almost no texture space is wasted. It’s a very good example of quality mapping.

k sir,

u mean keep distance between two uv's. i upload here another images of that problem. i hope u will more better solution after see it

Attachments

displacement map and uv;s.jpg


As recommanded by Aurick, When you lay UV’s out, leave space around the edges. The UV location for the hand region on the top left is too close to the left edge of the map, move the hand region away from the border of the map.