Hmmm, man, maybe that's what's causing it. I don't trust Zbrush for normal maps at all, are you at least using Zmapper? Try getting both meshes on 3dsmax or xNormal and see if you have different results there.
Curvature map was out of my mind. The idea was if we can have the curvature of hard edges from low poly, we can fake a fast normal map. Xnormal curvature map gives all edges.
Maya actually bakes normal maps very well. I don't know why people keep saying otherwise. That said, Xnormal is faster and can bake out a bunch of other useful maps at the same time.
Hey guys so Im running into some trouble with my normal map bakes not coming out right, Ive used handplane and xnormal for bakes, I may try topogun next to see other results.
Took forever, but I finally got the normal bakes done. Had some problems with Max screwing up my bakes in some areas, so took it into xNormal instead. All in all, it came out nicely:
Are you rendering in 3DS Max? If so, your normal map needs to have its Green channel inverted in Photoshop to display correctly if baked in external apps like XNormal. Maybe that's why your seams are wierd.
DH, I'm pretty sure you can download a free plugin for Max6 to render normal maps in scanline renderer. It's called "GNormal". You can find it here: http://www.3dmaxer.dk/plugins.asp?r=5
Thanks for your reply Eric. Well for example when i try to convert a normal map to nDo normal the image resulting is not a normal map anymore. So i just can use it to create normals but not for editing.. Another thing is for example when trying to convert a selection to normal it doesn´t work. Just creates a flat blue…
@EarthQuake Are you saying that this: Albedo RGB - color Spec RGB - color Mask RGB - Gloss, AO, Alpha Normal - RGB - normals Is less memory than this: Albedo RGBA - color & alpha Spec RGBA - color & gloss Normal RGBA - normal & height(or maybe AO) EDIT: Metal/Rough is still less then because you could do: Albedo RGB -color…