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#16 (permalink) |
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Senior Artist
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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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#18 (permalink) |
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Senior Artist
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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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#20 (permalink) |
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Artist
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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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