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Zbrush to maya not-so-normal map seams trouble

polycounter lvl 5
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deohboeh polycounter lvl 5
I made a sculpt in ZBrush. Then baked the normal map in ZBrush and then GoZed the thing to maya. The viewport render is perfect almost seamless. But when I take it to mental ray I get results like this.
2KRHSiV.jpg

Turns out the normal map baked looks like this
ri9WXM3.jpg
It looks fine in viewport.

Then I baked a map in object space and got results like this
mlDF7oj.jpg
This also looks fine in veiwport.

Whats going on any ideas whats happening? Please help!
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