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[MAYA] Normal Map, Jagged Face/Hard Shadow in Vray

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lsebastian polycounter lvl 3
Hello,
i have simple object, low poly sphere made in Maya (512 poly) and, high poly sphere with some datail from Zbrush .......i using "Transfer Maps" in Maya to bake "tanget nomral map" and, when i apply map on my low poly sphere i get some hard/edge shadow when i render in Vray.

I try:
- change in Bump Atributes on Tanget Space Normals, 
- try relax/smooth UVW, 
- do Soften Edge for this object, 
- check properties (face/vertex normal, "tangets", face triangles) and all looks ok.....
- render in vray, mentalray use standard material (lamberd, blinn), resoult the same.....
- i bake tanget normal map use xnormal, this also not help,
- only on Maya Hardware map looks perfect on standard material,
- i use standard vray, mr render setting,
- no have additional light in scene, only "software lighting".

When i use "mia_material_x" and switch on MR, this jagged face disappear but seams appear.
I try retopology high poly object using "ZRemesher" in Zbrush, after this i export to Maya .obj, and then create uvw mesh, and again bake tanget normal map. Now nomral map render ok in vray but, only when low poly object have more polygon (1519 polygon) .......

Maybe is other solution to remove this 
jagged face in vray, and keep low poly number as i can ?
I appreciate some tips, advice.

Below i attach image for better view.
- here is setting from transfer maps https://zapodaj.net/29077bf6d9139.jpg.html
- tanget normal/vertex, face normal/traingles https://zapodaj.net/2814d62e293ce.jpg.html
- low poly object after retopoly in zbrush (1519 polygon) https://zapodaj.net/1dd535d2f28fd.jpg.html
- jagged face, edge shadow on low poly object (512 polygon) and uvw.




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