Thank You. After four full working days of hand-wringing and research I've finally caved: I cannot solve this problem on my own. Apologies if this has been covered, but I really cannot find a solution anywhere. I cannot figure out what's causing the artifacts in the 1st normal map above. Viewed in DirectX/Stingray 3DSMax…
Thanks. I have both baked and Photoshop "hand-swizzled" the normal maps accordingly, and I will continue to look in that direction. I had gamma/LUT correction switched off (Max2016), but will play with the settings a little more. It could be that my islands are just laid out badly with respect to U/V axis(!)? I'll be sure…
This is exactly the explanation I was looking for. I wasn't getting any hits for "ZBrush/Tangent Basis", and this is exactly the issue. I can't thank you enough, Cryrid. I suppose it was too convenient to be able to just hit "export all" and go make coffee. Now if anyone can solve "Issue B" I'll be sucking diesel.
Issue A is a classic issue between 3DSMax and Zbrush. It has a tendency to split every single face on the UVs, and then flip all of those individually. So while it looks like the same UV set to human eyes, it's all disconnected and so you get visible 'wireframes' on bakes. I wouldn't worry about it because I wouldn't…
SOLVED initial problem (I think) In ZBrush, I completely overlooked "Adaptive Scan Mode" and "Smooth Lores Normals" in Tool>Normal Map. I'm not 100% sure (pending more research) but I think these options might be intended for base meshes originating in zbrush which may not have smoothing groups previously assigned. Helpful…
What if you use the object-space normal map from Zbrush in 3ds Max? IDK how to set up such a map because I don't use Max for rendering much, but it could be worth a try to see if it's a baking problem or a viewport problem.
I still think it's a viewport/rendering issue rather than incorrect normal maps, I'm going to send you a pm with my email and you can send me the lowres+normal map if you want me to check them out for issues.
I've pursued the Object-Space NM conversion method using both XNormal and Handplane. After >100 tests I cannot get either to produce a result. I used both a Lopoly Obj from Max and Zbrush. The Object-Space Nmap input was produced in ZBrush. The workflow of exploding models just isn't practical for complex models in one UV…
You can still bake normal maps in Zbrush if you bake them in world space and convert them to object space in an external tool like Xnormal or Handplane. This is useful if you used HD Geometry and don't want to have to jump through hoops to export it, for instance.