Hi guys,
I did my details in mudbox. I exported both the normal map and also the mesh from mudbox. When I put them together in 3ds Max, this is the result:
The problem is the seams are too obvious. I never had this problem in zbrush. Also, my uvs are NOT mirrored. Have any of you guys came across these issues in mudbox?
Replies
I personally use xNormals or Max to bake maps.
Alternatively, HERE it is
Also, invert Green or Red Channel maybe?
And also, Mudbox's Normal Maps synch perfectly with Maya's last I checked from Autodesk (I could be wrong about this though).
Where did you get this info that in King Kong, they had actually just baked out the displacement? I find that real cool :thumbup:
Normal Maps are usually only used for detail mapping in movies, or if you're rendering something off in the distance and want to save up on render time.
It's all situational mind you, but for Normal Maps, especially on naked characters, be prepared to deal with alot of seam issues if you're baking from one software to another, since the Math usually is different.
called "Gamma", and it's checked as "automatic" (which means 2,2), change it to "override" (1,0) there, and mirrored normal maps will be displayed correctly. At least in my case this finaly helped.