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Zbrush and 3DS Max Texture Problem

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Basically, I modeled low poly in 3ds max, and took my model into Zbrush to add in the details for a cool normal map.

When I finally finished detailing in Zbrush, it looked like this:

spyrostage7.jpg


There's no problem here, it's exactly what I wanted, but when I brought it into 3ds max, there were ugly seams that showed themselves. These seams may have been created by the polygroups I made in zbrush, but I have since grouped everything together in zbrush, so the seams shouldn't exist, right?

Anyways, this is how the seems look in 3ds max:

spyro_problems1.jpg

spyro_problems2.jpg


It doesn't take an artistic eye to spot those seams (even though I bumped things up to make it painfully obvious for you guys).

So how do I get rid of them? I only noticed them when my normal map looked like this:

spyro_badnormal.jpg

I don't remember seeing the problem when the normal maps looked (no pun intended, but "normal". This is the type I'm use to) like this:

spyro_goodnormal.jpg


Does anyone at least know how to make the normal map export like the blue-covered one, while in Zbrush?

The reason I don't use that blue one is because it's not a detailed enough render. Any information is greatly appreciated!!

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