Hello my names charles I've decided to write this on a forum because this problem that I have I've never encountered before since making normal maps and rendering them in 3ds max for 4 years lol.
Headsup : I normally create my normal maps in zbrush and export it correctly for 3ds max which is to flip G in the normal creation panel and flip it vertically just in case someone suggests if i have :-) . I also tried creating normal maps in xNormal , again understanding that the swizzle coordinates need to be : X+ , Y- , Z+ and if that wasnt enough i even tried Y+ but still problem persits.
Problem: My normal map renders out fine in 3ds Max , however I noticed that when I rotated the 3d model which had the normal map . The normal map indented my detail so essentially the normal map becomes inverted when rotated at certain angles although I've only tested a 180 angle . I've check the normals of my mesh using the normal modifier , however I noticed that when i use reset xform on the model , the model renders the normal map correctly but goes back to square one when i rotate the model again. I'm aware of the different types of normal maps that exist such as world space , object space and how these two types are used for static objects. I use tangent space normal maps which is essentially the best type . This problem has never happened to me up until now .
Furthernote: On a positive my normal map renders out correctly in the Unity Game Engine . It makes me wonder is my 3d model completely broken LOL
Sorry for long post but its delaying my progress and would like to see if anyone can help me :-(
I've posted rendered images to better illustrate my point . I'm using 3ds Max 2014 , however the same issue happens in 3ds Max 2015 and as I stated at the start of the post I've never encountered this from for like 4 years of using 3ds max meaning all the previous versions i had no problem with normal maps. My suspicion is that it could be mesh related but as i stated the normal map renders fine in Unity .
I'm using mental ray to render this model using the arch and design material setup
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Also, indicate exactly how you are viewing the normal mapped model. What is the material setup, is it viewport or render, which software including version number, etc.
Zbrush baking is not synched to Unity. To get normal maps to shade correctly in Unity, bake the map in Xnormal with this plugin.
http://farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/
It looks like you're mirroring the UVs. This also requires a certain workflow.
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring
We only want video if you're showing animation, effects, gameplay, walkthrough of a game level, etc., things that absolutely require motion. Turnarounds of static models are a big waste of time.
Second, offline renderers should definitely not be used for game models. Unless you are making game cinematics, in which case you would use non-game high-res models anyhow.
Thirdly, you did not have notice the errors before, but they were there. Normal maps must be synched to render properly. If you are not baking with this in mind, it is extremely rare for it to just "work."
These links might help you
http://wiki.polycount.com/wiki/Portfolio
I looked at your Artstation page, and I see the shading errors there too. Your lighting is very frontal which tends to hide errors. This might be the same model, but here for example the left side (character's right arm) shows mirror-shading errors. The vein on the bicep is inverted, etc.