So I've done a polygon mesh in Maya 2018, with its UV done, and exported to Zbrush, with the option of having all triangles and quadrats compatible to Z2.
Anyways, I sculpted the mesh's details until subdivision level 6 and decided to bake the normal map. I exported the normal map and assigned it back in Maya as a Blinn material of the polygon mesh, set to tangents as space normal and the filter set to off. After I placeD it I noticed that it was horrendously misplaced, so I tried to edit the normal map in photoshop, so it will fit the UV Shell of the initial mesh and I noticed that it was sort of distorted and
difficult to match them.
Long story short, I imported both the initial polygon mesh and then the lowest subdivision level (which is supposed to be the initial mesh) to compare and I noticed slight topological changes. It's weird both of them have the same UV Shell.
I have to say that I did changes during the sculpting e.g. using the move tool, the transpose tool, and tri-dynamic tool.
I also tried the normal map on the exported lowest subdivision level of the sculpt in maya, but still, it was slightly distorted, which I had to move and rotate the UV Shell around but still the normal map wasn't looking alright on the lowest subdivision level.
What am I doing wrong? What I do have to do, in order to apply the normal map of the sculpted mesh in the intial polygon mesh correctly?
Replies
But why the hell are the UVs flipped?
Thanez said: idk but I had to flip it vertically and it somehow matched the lowest subdivision, but it looked still horrbily
Zbrush will export maps with the V coordinate flipped (unless you tick a setting somewhere).
It looks like you rotated your UVs rather than mirroring them to resolve it