Hello, question from another noob in modeling.
I create my normal by sculpting in zBrush, where it looks fine, bu-ut when exporting it all into any other program, seams look weird and kinda inverted. What should I do? Sorry if it was asked before, send me to the discussion then.
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I could not get how to flip it well. Tried flipping one channel in PS, erasing half of the edges, to find out I did something wrong. Flipping channels in zbrush has no effect also, since edges keep being not matched.
Also, what would be the work sequence for baking nm in painter? I should not create high poly, detailed model from lowpoly in zBrush, but start painting right in SP? I really don't know, sorry, got used to zbrush and it's automated remesher, create normal/texture so have no idea how to do by other means.
Baking in SP is very straightforward. It can handle very high poly meshes as it doesn't have to load the mesh physically in the viewport.
If you search for Michael pavlovich on YouTube he has a ZB to SP baking process video.