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Zbrush to 3ds Max workflow: Seams become visible when baking normals

aintnobody
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aintnobody polycounter lvl 3
Hello there !

I use 3ds Max and I'm currently learning how to use Zbrush. So I have this rock I modeled in Zbrush and have exported a normal and displacement map of it from there too. Now I'm trying to bake this rock in Max and while the UV seams are not too detectable on the maps, when I bake a Vray material on it, I get these big differences in shading between the UV islands. With a Dirt map it's even more dramatic.

1e20b04ab0fbdc0edaf1466f6fcf64de.jpg

I don't expect the seams to be 100% invisible but I don't understand these shading differences across the seams. Any way to avoid that or is it impossible ?

Or what is normally the workflow for baking something from Zbrush in Max ?

Thank you for any input !

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