Hi there
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Im having a bit of difficulty in zbrush producing good normal maps. My problem is to do with seams. If i make my mesh completely soft im still getting very hard edge seams in my normal map bake from zbrush and i dont really know why.
My process is this;
1) Create low poly mesh inside maya & make a uv set. Smooth all edges that need to be smoothed and then export mesh as an .obj file
![33m6ek9.jpg](http://i44.tinypic.com/33m6ek9.jpg)
![28bcz6o.jpg](http://i42.tinypic.com/28bcz6o.jpg)
2) Open zbrush and import low poly mesh. Divide a few times to add some divisions then turn smooth on to get nice bevels on the edges. Do a very quick sculpt and then go into multi map exporter > normal and bake out. I even try with creating a new texture and going into the normal map palette and creating via the normal way and i still get the hard edges seams.
multi map exporter
![25i3ign.jpg](http://i43.tinypic.com/25i3ign.jpg)
zbrush normal map creation
![1zmmrg4.jpg](http://i44.tinypic.com/1zmmrg4.jpg)
Any idea whats going wrong ?
Thanks
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Replies
@Battery what he said still stands you should have uvspilts and hard edges at 90deg angles, here is a little script i use that marks all the uv island boundaries as hard edges.
My question is how do i get rid of the seam in the mid poly version ?
If the normal map wasn't baked with the mid-level mesh, then it probably wont look correct on it (especially near the edges where the normals could be different)
For workflow, is it best to create a very basic low poly mesh, export it into zbrush. detail all the gouges and things you want in the model and then use that as your low poly base mesh and detail that in zbrush with the fine details like noise etc in the normal map ?
Im looking for a film/broascast/commercial workflow really where im not so limited on the amount of polys I can have in the base mesh.
Cheers
For instance. I create a very basic base mesh in maya and uv it. bring it into zbrush & detail it. Retopo and export the retopo out as the new base mesh. how do i transfer the uv's for it ? Or do i create new ones in Maya for it ? But if i do that it wont match the uv's of the high detail mesh. Am i missing something ?
Thanks.