feels like i'm going around in circles with this issue and I'd REALLLY appreciate some advice. I've baked my set of maps from my high poly model. everything seems to be ok until i apply the normal map (i'm basically following a video tutorial at this stage) when i apply the map my model goes SUPER contrasty like it's been shaded with a kid with a marker pen and each UV shell looks like the lighting is different on it which is creating horrific seams. It's not really looking like my sculpt at this point. My first attempt ended up 'pixelated' so I've redone the UV layout and spread it over multiple tiles baked 4k maps - it's still pretty pixellated.
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However, I can't figure out how to bake for multiple tiles- is there a way? I've worked around this by shift uVs around and doing individual bakes in 0-1 space and then using photoshop in difference mode to accurately align my map position. It works but seems long winded and eventually an error will happen. Is there a better way (I'm on a Mac so x-normal stays a dream for me ) if prefer not to touch my UV position.
ALSO I've notice when in photoshop on difference mode that there is an all over tonal different from the maps I produced in mud box to the maps I produced in maya suggesting a difference in tangents perhaps?
I could have sworn Transfer Maps handled UDIM tiles, but google tells me otherwise, I'm not seeing any easy solutions, sorry.
Also make sure you are using the right normal map colors, because openGL and DirectX have the green channels on normal maps flipped between each other.
Not sure what your issue is exactly but the above helped me. Its more than likely the color management thing though