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Viewport difference between MAYA and MARI

Lilacwine
polycounter lvl 9
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Lilacwine polycounter lvl 9
I'm working on a character model at the moment. The only real goal is to establish a workflow for creating modern video-game character models.

My current workflow has been
Sculpt in zBrush
Retopo and UV in 3DCoat
xNormal for Normal maps and AO

Some hardsurface bits or basemesh construction was done in MAYA but it's not a huge part of my workflow.

I was now going to start texturing the character in MARI but I'm seeing soem really ugly seams in the normal map, however, I don't get anything like this in MAYA. I'm really not that good at the technical level of modelling and have no idea what I can do to get around these. They show up at every UV seam in MARI but are pretty much invisible in MAYA.

http://imgur.com/TAwPwIe,lAXleAa#0

Here's some screenshots of the viewports from MAYA and MARI, these shots show a large seam at the end of the trousers but there are similar seams at every UV edge in the model. Does anyone know how to fix the MARI viewport? Or, is there anything I could be doing differently in my current character modelling workflow that would circumvent this issue. I don't really want to start paiting in MARI on such an ugly looking base.

Replies

  • .Wiki
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    .Wiki polycounter lvl 8
    You can invert the green Channel in Mari. In the newer Versions there is a button next to the normal map input of the shader.
    In older versions you can put a invert layer in the normal map channel and invert only the green color channel.
  • Lilacwine
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    Lilacwine polycounter lvl 9
    Thanks ever so much!

    It's really difficult to Google a problem that you don't understand. I'm going to read up on Normal mapping a bit more now though so hopefully I can understand it a bit better for next time it goes a bit wonky.
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