Hey guys.
I'm just getting into sculpting in zbrush and making high poly models and am having issues with getting a proper normal map exported.
This is the model that I have in maya and it already has its uvs mapped.
after bringing it into zbrush and sculpting on it, I am left with this normal map.
and you can see the gradient on the map but im just wondering how it go there in the first place and how to avoid this again?
This is what it looks like in maya with the normal map applied
Sorry if these are pretty noob questions that are answered here frequently but seeing as how I don't know what the problem is, it wasn't very easy for me to even find topics that were related to my problem. Any insight would be helpful.
Replies
It sort of looks like zbrush softens the low poly before projecting which is why there are all these gradients on the UV map.
After that try and play with inverting the green channel as well.
So here is how it looked with the maya-produced map. Thanks for all the help guys!