Are these exports working as they should? And if so, how on earth do I get around this issue?? Each map has another checkbox in ZBrush's normal map export box, checked. The best result is the 1st image (top left). It has perfect shading, but has one huge flaw: the normals don't go to the UV island borders because 'smooth…
The model was originally made in Maya and is all soft normals, so ZBrush doesn't seem to need to worry about that so much for this project. I've seen plenty of artists export normal maps from ZBrush for objects and characters. I do also have xNormal on my PC, so would using that fix this issue instead then? I'm still not…
First of all, you should never "bake" a normal map in Zbrush for your low poly model. Zbrush doesn't understand smoothing groups or a mikktspace tangent basis. You'll be better off exporting the low poly head with one (1) smoothing group and UVs from a proper 3D software such as Max, Maya, Modo or Blender - and bake it in…
Ok so simply exporting high res meshes and low res then using xNormal has fixed like 90% of the problem. Why? The maps now all go right to the UV edges like they should, apart from in a few areas but I understand why in those cases, which is down the way I modelled some things. Still not sure why ZBrush had an issue with…
Yes, this produces the result I get in the top left of the image. It has the best quality, but does not reach the edges of my UV islands. Surely this isn't correct because it essentially means I have to Photoshop the normal map afterwards to make it fit properly. It also seems that exporting the level 0 mesh from ZBrush…