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problem with the normal map

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  1. ClatoVerata's Avatar
    ClatoVerata is offline
    Location: Madrid
    Posts: 14

    problem with the normal map

    Hello,
    I´m making a game character, but when I export the normal map from Z-Brush (HiPoly mesh) to 3DsMax (LowPoly mesh) and rendered it have an strange behavior, it makes some strange shadows along de seams. I should had made something wrong, because the normals direction seems to be bad. I Attach a picture for a better understanding.

    How can I solve this? I don´t Know in which point I had made a mistake.

    Thanks for your help.
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  2. paulius-st's Avatar
    paulius-st is offline
    Location: Vilnius
    Posts: 35
    flip green chanel. then before exporting in zbrush there is a seem overpaint option in texture menu. use it to overpaint a few pixels to hide the seems. and in max there is a blur optionin texture winow in the coordinates rolldown there are blur and blur offset - set blur to 0.01.
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  3. Lotet's Avatar
    Lotet is offline
    Location: Visby
    Posts: 192
    thats not the channels, its 3d max gamma settings, when you import it into max make sure to "overide gamma exposure".

    wait, il post a pic, just a sec
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  4. Lotet's Avatar
    Lotet is offline
    Location: Visby
    Posts: 192
    here u go mate, this drove me crazy for some time before i figured it out =P
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  5. ClatoVerata's Avatar
    ClatoVerata is offline
    Location: Madrid
    Posts: 14
    Thanks very much for your answers. I´ve been looking at those options. The green channel was already flipped, but I havent found the "seem overpanit option" and the way to paint with it on the normal map in ZB.
    I also changed the gamma settings in the Max preferences. I´ll make render to look the behavior and show you.

    Thanks.
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  6. sarakawa's Avatar
    sarakawa is offline
    Location: San Diego
    Posts: 1,047
    You may wanna try using xnormal. Its what I use and I don't seem to run into these kinds of problems.
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  7. ClatoVerata's Avatar
    ClatoVerata is offline
    Location: Madrid
    Posts: 14
    In the new model I´m working on I´ll try Xnormal.
    Thanks.
    Reply With Quote Reply With Quote #7

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