Hey guys, I'm bringing my model to Maya from Zbrush and I'm having some problems with the normal map, particularly in the facial area. I created UVs in Zbrush, but I'm not very familiar with the UVing process in general. I'm not sure if they're the problem/how to fix it, or if it's the map itself. Here's some images for reference:
You should UV properly. Watch some videos/read some tutorials for UVing inside of Maya, it's reasonably simple and will yield MUCH better results (as your auto UV is.... cruddy, and is indeed most of what's causing the issues here).
Thank you! I'll check out the baking. I also realized that I had to turn symmetry off when doing UV
unwrap in Zbrush. My model isn't perfectly symmetrical so that's what
caused the misalignment.
Replies
Hard Surface Tutorial
http://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925
https://www.youtube.com/watch?v=xY_mEy5X-fo
https://www.youtube.com/watch?v=ZFSXtjFI9ig
I also realized that I had to turn symmetry off when doing UV unwrap in Zbrush. My model isn't perfectly symmetrical so that's what caused the misalignment.