Assuming you flipped the green on the original normalmap (and not the one with the RG flipped), I think you're in the stage now where you just need to make sure the tangents match up and the edges are padded.
Well, for ones, you owe me a baby named after me, ahem, just saying you know.
Anyway, other then baby jokes, when exporting the Normal Map, you need to set an edge padding. If you're exporting directly from ZBrush this thread should show what I mean:
It essentially is 'stretching' the ends of the border of you normal map by certain amount of pixels, dilating it, so that it covers any nasty 'cuts' that will show up in your Normals. I have no idea what option setting you can use to pad the edges, someone more well versed in ZBrush baking will know better.
I set the padding to max in the UV map section.
It went up to 16.
I rendered It and put it on the model and noticed the seams more than before.
Then I said, "Oh crap, I forgot to click fix seam."
So I went to do that, and I saw that you could only do that to the painted texture, not the normal texture map. So is it related to the normal maps at all? I saw on the normal maps that it did stretch them out, but it didn't fix the issue..
There's a UV Map Border slider that allows you to overpaint by up to 16 pixels (so a padding of 8 )
It should work, I don't know why Cryrid's technique would be any different, since it's the same one for the plugin, but apparently for some people it's 'easier' to use.
If after this, you still get problem, just (if you want) upload the ZTool and PM it to me (or just post it) and I could take a look at it in about 30 minutes or so.
Excuse the lack of finesse with the strong highlights and normal map:
hardware render. Everything looks ok, but you hath been deceived my brother!!
When you get up to those known problem areas, and you can position the specular stuff to hit it, you notice the creases.
I think the problem with the creases being more apparent last time had to do with me not grouping my mesh before I exported it... I did try flipping the G's and separately also switchingRG. That kinda thing must matter, because if you don't group them all together in zbrush, then when your importing them into max you get a message box asking if you want to bring all those groups together. So that might be why things looked so separated, before.
I'll be messaging you the ztl, ace. I don't know what I'm doing wrong.
can you send me a private message? idk if I'm alone here, but your page doesn't have an option to private message you. I can private message cryrid, but you don't have one.. I have it uploaded to my fileden already. my email is tekksin@gmail.com if you wanna shoot me an email for it. a private message here would work all the same
Hi guys! I'v been following this thread from the beginning cause I have the same problem, but at some point you stopped discussing about it and I was wondering did you manage to solve this problem?
I would be very grateful for the info on how to solve it.
Replies
Anyway, other then baby jokes, when exporting the Normal Map, you need to set an edge padding. If you're exporting directly from ZBrush this thread should show what I mean:
http://www.zbrushcentral.com/showthread.php?p=274206
http://www.pixolator.com/showthread.php?t=101460
It essentially is 'stretching' the ends of the border of you normal map by certain amount of pixels, dilating it, so that it covers any nasty 'cuts' that will show up in your Normals. I have no idea what option setting you can use to pad the edges, someone more well versed in ZBrush baking will know better.
There's a UV Map Border slider that allows you to overpaint by up to 16 pixels (so a padding of 8 )
It went up to 16.
I rendered It and put it on the model and noticed the seams more than before.
Then I said, "Oh crap, I forgot to click fix seam."
So I went to do that, and I saw that you could only do that to the painted texture, not the normal texture map. So is it related to the normal maps at all? I saw on the normal maps that it did stretch them out, but it didn't fix the issue..
Guide: http://www.pixologic.com/docs/index.php/Multi_Map_Exporter
Link: http://www.pixologic.com/zbrush/downloadcenter/zplugins/
Same as Cryrid said:
It should work, I don't know why Cryrid's technique would be any different, since it's the same one for the plugin, but apparently for some people it's 'easier' to use.
If after this, you still get problem, just (if you want) upload the ZTool and PM it to me (or just post it) and I could take a look at it in about 30 minutes or so.
I'm so tempted to make this my signature...
hardware render. Everything looks ok, but you hath been deceived my brother!!
When you get up to those known problem areas, and you can position the specular stuff to hit it, you notice the creases.
I think the problem with the creases being more apparent last time had to do with me not grouping my mesh before I exported it... I did try flipping the G's and separately also switchingRG. That kinda thing must matter, because if you don't group them all together in zbrush, then when your importing them into max you get a message box asking if you want to bring all those groups together. So that might be why things looked so separated, before.
I'll be messaging you the ztl, ace. I don't know what I'm doing wrong.
And post or PM the link, whichever one you like.
I would be very grateful for the info on how to solve it.