So, I have this model I'm working on. I'm trying to create normal maps using Maya and Zbrush. I get this texture seam gap after I create the NM in Zbrush. I looked around on the forum and it seems to be a vertex normal issue? How would I go about fixing them? I played around with the uvmap adjustments in Zbrush but it…
Thanks a lot for your help. I actually did some digging on zbrush central and found out that the normals got inverted when I used the zbrush retoplogy method. I get too many problems using zbrushes retop method so I try to avoid it at all costs. I don't have access to topogun unfortunately otherwise I would use that.…
Interestingly enough Zbrush exports the cage out with groupings on, even though I have it turned off. I sew the uvs in maya and export it back into zbrush and it turns grps on again with off scaling attributes under the Export option. Scale 1.1067 x Offset -0 x Offset 2.3231 z Offset .0382
http://www.mediafire.com/file/179ax0j987y1a3a/mask_leather.ZTL Let me know if that link doesn't work Should be a clean slate, deleted the uvmap, 7 sdiv. It projects fine in UVMaster. Try exporting and modifying the uv's in maya and reimport into zbrush. Zbrush doesn't like the new uvmap created in Maya. It's not the…
I know how to render in Maya, I already know that it takes more set up and more time. There's no way you can get a good enough render in Maya with out severely tweaking the crap out of the render settings and shaders. Shaders are fine in Zbrush. I've done plenty of low poly rendering in Zbrush, it works fine. Like I said…
Are you doing: UV Master -> Maya - > Back to Zbrush? If you're happy with the UV Master layout, once you send it to Maya there would be no need to send them back to zbrush. Just keep the model as-is in both programs at that point, and flip any textures you bake. As for the original layout, looking at that last image the…
Well it looks fine when I uvmaster it but when I export it out into Maya and flip and reverse the normals it goes back to that jittery mess after I try to copy the uv's back in zbrush.
Are you doing: UV Master -> Maya - > Back to Zbrush? - Yes. As for the original layout, looking at that last image the appearance of the polyframe makes it look like the UVs aren't merged/healed together. -It's a solid merged object. If you wanted, you could also upload the OBJ somewhere so we can look at it. - Sure, where…