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Old 08-05-2008, 10:57 AM   #11 (permalink)
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There is nothing wrong with the unwrap, I made a new spherical one, it has no squares in it and yet it still shows them when I render with max.
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Old 08-05-2008, 11:15 AM   #12 (permalink)
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I think that's why I prefer baking normals with Max...
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Old 08-05-2008, 11:33 AM   #13 (permalink)
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Maybe it's related to the smoothing groups on the low poly mesh?
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Old 08-05-2008, 12:51 PM   #14 (permalink)
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That's what I was thinking but why do they not show up when I render without the normal map

this is so frustrating :/
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Old 08-05-2008, 04:11 PM   #15 (permalink)
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Quote:
Originally Posted by decilling View Post
That's what I was thinking but why do they not show up when I render without the normal map

this is so frustrating :/
because there are smoothing errors. select all of the polys and set its smoothing group to 1 and see if you still get the errors.
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Old 08-05-2008, 04:34 PM   #16 (permalink)
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Is it possible for you to post your normal maps, that way we can probably see whats happening. if your normal maps are coming out like your texture sheet you posted earlier then it looks like zbrush is making your UV map for you, could be why your getting weirdness as the texture is not in a seamless transition across your UVs. otherwise you should look into making your normal maps through a 3d app like max or maya.
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Old 08-06-2008, 05:11 AM   #17 (permalink)
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My smoothing groups are set to 1

here is the normal map. To show you that it's nothing to do with the square unwrap, here is a spherical one that has the same problems but with this one the ears are messed up.

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Old 08-06-2008, 07:42 AM   #18 (permalink)
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are you using zmapper to get your normal maps? because I remember when i used to use zmapper within zbrush i got these sorts of errors sometimes and you have to edit them in photoshop and smudge over the seams.

what does your low polys UVs look like? if you could give a snapshot that would be cool. if they are like the ones from your normal map above then that could be why you are getting weird results because the texture resolution is unevenly spread across each polygon in your model. a half hour in the UV unwrap editor (sorry havent used max in ages) could sort it and then reimport into zbrush as your low mesh and try again

if im wrong i apologise, good luck anyway bud
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Old 08-07-2008, 07:17 AM   #19 (permalink)
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I don't see any seems on the normal map so I have nothing to smudge.

thanks for your help though.
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Old 08-07-2008, 11:48 AM   #20 (permalink)
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Hey, did you export the mask model from zbrush on, say, subdivision level 2 or 3?
I just did that on one of my models and had the normal map generated on it at that subdivision level and it seemed to have similar kind of seams.
I'm now waiting for zbrush to generate the normal map on the base mesh and then use that on the sd-level 2 model to see if that was it

EDIT:
Turns out it wasn't that... :/

EDIT:

FINALLY! Found the problem, I think it's most probably the same for you, Decilling. Go to the unwrap uv and open the uv editor, I suppose you'll see that all the lines there are green, that's because all the polygons are separate for some reason :/ The problem will be fixed just by welding the proper edges together, getting the puzzle together..

Last edited by Vincentez; 08-07-2008 at 12:58 PM.
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