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Please help me with Maya normal map Error.

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valurik polycounter lvl 6
Hi everybody.
I'm using Maya 2013 x64 on Win7 x64.
And when i assign zBrush genreated normal map to my model i see strange artifacts. I.m not sure that it;s seams but look very alike.
I tried to reverse red/green channels of my NM - no result.
I've used different materials. And tried to find answer in the net.
All solutons that i found won't work.
There's one ladt option: generate normal inside maya.
But source model is way too highpoly and decimation master kills some of details i prefer to maintain.
So if someone can siggest a solution to my problem. I would be super grateful. And tell your name to my children as the Name of the Hero!

error_image.jpg

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  • valurik
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    valurik polycounter lvl 6
    Generated new Normal map inside Maya. Same result.
    Can't figure it out.
    I have alredy regenerated normal map and UV's.
    Only seam artifacts placement changes.
  • jmt
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    jmt
    You're going to need to give a more detailed explanation of your problem to get help with it. That model is not too high res for decimation master. The whole point of decimation master is that it can reduce the poly count by a huge amount and make virtually 0 visible difference. It could be a matter of hardening/softening your edges, or some of your faces' normals are facing the wrong way or something. UV problem?

    What is this a model of?
  • St.Sabath
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    St.Sabath polycounter lvl 11
    Also can we see your UV layout?
  • valurik
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    valurik polycounter lvl 6
    Hi everyone.
    Thanx for interest in my problem.

    UV_snapshot.jpg
    this is my UV's (genrated within zBrush)

    creature_Normals.jpg
    Normal Map

    Thanx for explanation about Decimation Mster)) but you misunderstood me. I use it to reduce polygons from several billions to sveral hundreds and import model to maya, to generate Ambient occlusion map or else.
    This model is a base mesh on which i assign maps.

    All edges are softned. I did this when saw the problem first time.
    All normals look outward.
    There are no border edges.
    This seam occurs on different materials.
    I tried to create empty scene without any lights exept default, - it's still there.
    I've made new UV'layout, no result (just different placement of seams).
    You can download upper body and normal map to try it from HERE

    "What is this a model of?"
    I made this creature for halloween contest. It has no legend yet.
    One of contest restrictoins was render in zBrush.
    And when i decided to render scene with Maya to add it to portfolio (i'm not very good with zBrush rendering) this strange problem occured.
  • Frump
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    Frump polycounter lvl 12
    If you're having trouble baking with Maya due to your high poly, you can try XNormal. It doesn't have a viewport and doesn't load models visually so you won't have issues with really high poly meshes. It's a great program for baking occlusion and normals.

    If you're confused about anything to do with normal mapping you can look in Tech Talk on the forums or read through this page. Normal Maps @ Polycount Wiki
  • valurik
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    valurik polycounter lvl 6
    Thanx for advise and a link Frump)
    I looked thriugh manual and it gave me a clue to a problem.
    The problem is with UV'layuot:

    When shared edges are at different angles in UV space, different colors will show up
    along the seam. The tangent basis uses these colors to light the model properly.

    I looks alike my problem.
    Probably i'll need to make proer retopology and uv'unwrap.((
    This project was designed to be fast and easy))) but it raely goese so smooth))
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