Thank You.
After four full working days of hand-wringing and research I've finally caved: I cannot solve this problem on my own.
Apologies if this has been covered, but I really cannot find a solution anywhere.
I cannot figure out what's causing the artifacts in the 1st normal map above.
Viewed in DirectX/Stingray 3DSMax viewport
PIPELINE: ZBrush>GoZ>3DSMax(ForUVs)>GoZ>ZBrush(ForBake)
I flipped the Y / flipped the UV on ZB export.
I'm since aware that there could be more padding in the UV islands.
At no point were there smoothing groups applied to base mesh until applying the Normal Map in 3DSMax.
ISSUES:
a) Wireframe clearly visible on top mesh (this problem's been solved by employing xNormal for the bake, but I still would like to know what was going on - the ZBrush Map exporter would be a great asset if it worked for me).
I assume it has something to do with smoothing groups?
b) Some areas of the mesh seem to be flipped, as though there were flipped normals. There are no flipped normals.
Polycount, any help at all would be greatly appreciated: I'm at a loss.
Replies
Now if anyone can solve "Issue B" I'll be sucking diesel.
Shortlist of programs and their (default) normal map swizzle
3dsMax +Y
Blender -Y
Maya -Y
Substance +Y
Unity -Y
Unreal 4 +Y
Zbrush -Y
There is also the possibility of it being a gamma issue where the normal map gamma is being processed as if it was a diffuse texture when loaded. I don't have max installed right now but it should show the gamma when you are loading the texture.
I have both baked and Photoshop "hand-swizzled" the normal maps accordingly, and I will continue to look in that direction. I had gamma/LUT correction switched off (Max2016), but will play with the settings a little more. It could be that my islands are just laid out badly with respect to U/V axis(!)?
I'll be sure to post as soon as I solve it.
I'm beginning to understand why the industry runs on The Pipeline.
The workflow of exploding models just isn't practical for complex models in one UV space - a simple conversion method seems to be what's called for.
If anyone out there has any insight into the correct settings or approach to convert a Zbrush-produced Object-Space Nmap into a Tangent-Space normal map I would be a very happy man.