so here is the problem:
I modeled my hp arm in zbrush, goZbrush exported it to 3ds max where i fixed the lp and created the uvw map. i send it back to Zbrush and baked the normal map. it baked out fine, but i have an issue with the seams, they are greatly visible and need to be fixed, can anyone help me here?
the problem is visible in 3ds max using xoliulshader2 and in cryengine 3 (although not as intense).
here are 2 images to explain the issue further:
i tried fixing this issue with adding another loop that doesnt effect the tangency, but that didnt work and painting it with the normal blue (128,128,255) makes it less visible, but leaves a grey line.
so i really need help here.
ps: if this is in the wrong sub forum, im sorry
edit: here is another image of the arm, it might clear things up, dunno
what do u mean by harden the edges?
that's the problem right there.
basically, different normal map generating software uses slight variations from each other in the math that is involved in making the map. so as a general rule, if you're baking the map in max, you should render it in max also.
people generally stay away from baking their normalmaps in zbrush for this reason, and either use max, maya, or xnormal.
it's important to note that all three of those use different formulai as well. i'd recommend you doing:
baking in max, rendering in max.
baking in maya, rendering in maya.
baking in xNormal, rendering in UDK.
ultimately i want to use this in cryengine 3, should i use xnormal for that as well?
here is what im at now, almost perfect, tho there are these grey shades (see image). idk whats causing them, cause the model has only 1 smoothing group and the normal map seems fine too.
@scapulator: i might later, it seems we almost solved it, tho.
YOU have to change the (color space srgb to color space raw), check the green channel of the texture, and it will help 100%.
it works in blende, painter, maya …