Hi guys, im just learning zbrush and ive got a little problem. Im starting on a simple mesh and trying to bake a test normal map on to my low poly model in 3DS Max. I have attached a couple of pics of my problem. Basically the detail is transferring great but I have weird seams along the edges of the model. I have tried having one smoothing group for the whole model, no smoothing groups and i have made sure than none of my uvs are flipped or overlapping or anything. Not sure what else to do!! Please help
Also when I subdivide in Zbrush I am leaving smoothing off for about 3 subdivisions and then switching it on to maintain the edges, just in-case that is relevant.
It looks to me that some of the color channels in the Normal map is inverted ? i dont know really, but this is what i think your problem is coming from.
Check your export options for Normap
I have used creasing in zbrush to help fix the problem I was having but I now have another problem. Basically, some areas are straight and some are curved. I want to have hard edges in the straight parts and corners so I have used the crease tool but this creases all of the edges. I dont know how to crease only the edges I want!
Also, I still don’t know what to do with the smoothing groups when I export the low poly model from max for use in zbrush. Do I use one smoothing group for the whole model or do i use different ones for the breaks in the uvs?
you can use one smoothing group or as many as you want. zbrush will be using 1 single smoothing group, which is why it has difficulty normal mapping a box correctly. I peronally don’t bake in zbrush because of the downfalls it has with baking normals. If i just need diffuse and displacement then I will bake in zbrush though.
I use xnormal for baking. It’s fast, precise and you can set up your world space tangents to match those of the engine you’re exporting to.