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normal map baking issue -- inverted lighting from same UV

zuno
polycounter lvl 5
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zuno polycounter lvl 5
sorry for a noob question ..
I know this subject been answer million times, and I look for many posts still can't solve this problem. I post one thread here last night, but can't find it in forum donno where it goes :poly117: ,

here's the issue, I clean the model..set normal to same group, weld vertex, reset xform and normalsas low poly model. and the export obj to zbrush adding details for hight poly model. I try to bake normal maps in zbrush and check the normal map bake in 3ds max, found that light baking between uvs are invert even in the same side of the model. using xnormal got the same problem.
just wondering if some ting wrong from my export setting or in the Zbrush.
any settings for export or baking I should look up?

many thanks for any answers

cNTO2.jpg
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