Hi there! This is my first post here in the polycount forum but I've been following and going through this site for quite a long time now
Anyway,
I'm running into a Normal Map problem. The normals are all facing the proper direction but somehow I'm getting this weird problem whenever I set the normal to tangent space normal in Maya, it somehow gets, flipped? I tried flipping the R and G in photoshop but the prob still won't disappear. I've encountered a similar problem before and was not able to solve it I do wish I'll be able to solve it now
The normals came from Zbrush my settings are Tangent, Adaptive, SmoothUV and SNormals
Replies
ohh the last picture is a render with mr.As you can see, the seams show up and well the left side is flipped. I've encountered a similar problem before with an old project. I wasn't able to solve it.
Good luck!
No prob! Hope my silly solution will help others out and not pull their hair like I did!