Are these exports working as they should? And if so, how on earth do I get around this issue??
Each map has another checkbox in ZBrush's normal map export box, checked. The best result is the 1st image (top left). It has perfect shading, but has one huge flaw: the normals don't go to the UV island borders because 'smooth Uvs' is checked in the options.
Turn this off, and everything goes to sh*t. Just turning it off corrects the issue, but causes another one. The next image along shows that there is a faceted effect happening on parts of the mesh, which show up very well on the model. No idea why this is happening, and it seems to make no sense....
The bottom image shows without Smooth low-poly normals, and is obviously all faceted as you'd expect I guess, though not sure why this is an option someone would want to uncheck?
I need the map to take up the entire UV island space, but look perfectly smooth as the 1st image shows. How do I do this, because it seems no amount and messing around is working. I even tried with 'Suv' in the geometry tab turned off (Smooth UVs), thinking maybe if the UVs there aren't smooth, and I then don't have the UVs on export smoothed, it would fix the horrible, random facets. - Wrong.
It seems in the past I just accepted this, and corrected the issue in Photoshop, but surely this isn't how you're supposed to do it, right?
I know I can download the lowest sub-div mesh from ZBrush too, and that will have the 'correct' UVs, this eliminating the problem, but then the UVs are messed up, especially when it comes to long, thin bits of geometry.
Please help!
Thanks
Replies
All I want to do is get smooth results on the normal map, but with a map that covers the UV island entirely. It seems if I turn of 'Smooth UVs' in the normal map panel, it works as it should, but then gets artefact on the map in random areas. This is what I'm trying to get past.
It says on Pixologic's site that the 'Smooth UVs' option in the normal map palette only smooths the interior of the UVs, leaving the borders where they are, but this is definitely not the case.