Have you tried flipping the green channel? Personally I wouldn't use zbrush to bake normal maps. AFAIK the program doesn't even use vertex normals, and there's no telling what tangent basis it uses when creating normal maps. I'd either trying running the map through Handplane, or baking it in Maya/Xnormal instead.
Hi everybody. I have a very persistent problem I seem unable to solve. I am working on a model and to save texture space I mirrored some parts. The process I follow in From Blender to Substance is: Unwrap and straightenmy UVs -> Apply my Mirror modifier -> Offset the position of the mirrored UVs by exactly one UV tile to…
Hello!.
Who knows what kind of artifact on the Curvature map and Object narmal? There
are no such problems on the AO and the Normal. There is only one smoothing group
on the model, I reset the normals, I reset Xform, there are no inverted
polygons, I tried different file formats. What could be the problem?
Yes, my baldycap mesh has identical placement of vertices, and matching normals at each point. Their head normal map isn't very flat there, and leads up to a large bump for the cowl. This isn't final low poly or normal map, I want to get the seam solved first, since that area won't change from here on. (and make a real ear…
Hi. I've been thinking about this one and wondered if anyone has done any such thing. Basically I want to bake down the finer details of a body scan to a normal map. Then this normal map can be layered over the normal map I'm creating for my character that only has primary details in it, the big shapes like muscles and…
Whilst im not a native Maya user, this is pretty much the approach to sub-d modelling. However, I find that usually a subdivision level of 2 (2 subdivides) should be fine. There are many workflows regarding the production of normal maps however expect most high polygon models to run into the hundreds of thousands. However,…
Hi Guys, So I found this sweet tutorial on baking, somewhere on the Polycount Wiki. I have been practising and trying to understand everything there is to baking due to how popular it is for game artists. I am running in to some problems. I am following this tutorial to a T but whenever I bake in xNormal I get nothing…
Hey there, I've had this question in my head for a little while now and I haven't quite worked it out or found a way around it... but I've watched all these tutorials about baking maps to use with substance painter and I'm wondering how flexible SP/SD is when you use maps from xNormal... So my problem is that I've baked…
When projecting a normal map above a normal map can I fully replace the below normal with the top normal map (all on the same layer) ? I used a cross-normal-map in the example, I thought when I draw the first cross, then paint over a second cross, the second cross will fully replace the first cross... but this is not the…
I would suggest not baking in Zbrush. Xnormal or Maya will do a better job with an exported model. I haven't baked normalmaps in Zbrush, but it looks like the gaps are places where the raycasting failed, where the baker couldn't "see" the highpoly surface for some reason. Could be overlaps, could be ray distance, dunno.…