Hi all!
I've sculpted on a subd'd version of this model I found online:
When I baked out the normal maps and applied them in blender, I got uneven application:
I'm very new to Normal mapping and high to low workflows, so maybe I'm doing something wrong, but ... here's what I can tell by way of additional info:
- the model already has UVs, and two sets at that (head+arms & body) ; (thus why the Zbrush version doesn't have correct diffuse applied to the torso)
- I baked normals for both UV groups by hiding the rest of the model first and then baking (bc otherwise Zbrush reads them simultaneously and overlapped, I think? That's what "Morphing" them seems to indicate).
- in Blender, the model already has two material groups assigned to said UVs ; I used cycles nodes in the above render just to be sure every input was correct
I apologize if it's an easy answer/stupid mistake, but, I had this problem on another sculpt I did from scratch and tried to create UVs in Zbrush ... thought it was a bad set of UVs that time, but now? Any help would be GREATLY appreciated!
Cheers!
Update: Ugh - I flipped my Normals vertically (and I didn't need to). Sorry everyone!!