Hey yall peeps, this is probably my first post so sorry if my etiquette is lacking, basically I've been working on a fish man model for my last year of college, I made the high poly Using ZBrush, did retopolgy in Maya, textured in Substance and now I will be moving back to Maya to render, the only problem is I've got some quite ugly seams which I cant seem to get rid of! They really bring down the quality of my model and I would hugely appreciate some help!
Heres my baby
The above image is substance and the below image is Maya, why do the edges appear hard? and why does it look offset? I'm pretty new to the whole 3D thing so please forgive me if I've made some noob mistakes but any and all help would be appreciated at this point. Also for some reason triplaner projection doesn't seem to be working
these seems are also present around my model in other place.
xx
Replies
......... the same results! dun dun daaan
rebake your base normal in maya and replace the one you baked in Painter with that before re-exporting your final maps.
The resultant normal map should then be correct
Pressing C to cycle through the channels you can isolate where the seam is and add a layer at the top of your stack, set to passthrough, and paint it out with clone stamp.
For your Maya beauty renders, don't waste anymore time on it. Render it out and fix it in post.