this is the uvmap : notice how the rivets got cut away and how those bands rise , not saying that the whole normal map is uspide down compared to the original uvmapping...
i SET THe subtools to 1 subdivision and imported the newly uvmapped obj , for the circlet no problem , for the plaquering no problem but the frontal nose protection gets screwed up all the time and I dunno why :( ....
I modeled the low poly in 3dsmax , uvmapped there imported in zbrush , sculpted there and since the models did have the uvs I created there the normals , but the problem is after I fixed thanks to your tip on the textures, how can I control the strenght of the normals? how I can prevent to flip and also why when I apply…
Hi I just did this simple thing in Zbrush to experiment with normalmap extraction etc ... now I get this weird texture normal ... I have overlayed to show up better the uvmap , but you can see all those more bright linees and such stuff that is not present in the model ... Now I just went on the normal map tab and clicked…