Community
Maya Forum
Welcome to Autodesk’s Maya Forums. Share your knowledge, ask questions, and explore popular Maya topics.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

strange edges visible in normal map UDIM

8 REPLIES 8
Reply
Message 1 of 9
nkim39
1154 Views, 8 Replies

strange edges visible in normal map UDIM

Hi, I connected textures to my character and I found that there are clearly visible edges on his cloth. It looks like someone traced all edges and polygons of my retopology modeling. I attached the screenshot of substance painter, and you can see that I did not mean those sharp lines. I googled it and tried everything but I still don't know what is going on. When I baked textures in substance painter, I put my z-brush high-resolution modeling as a high definition meshes. If anybody knows the solution, please help me!Texture what I made in Substance painterTexture what I made in Substance painterUV-normal mapUV-normal mapUV-base colorUV-base colorMaya arnold render viewMaya arnold render view

8 REPLIES 8
Message 2 of 9
Christoph_Schaedl
in reply to: nkim39

I assume your normalmap isnt loaded in raw colorspace.

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 3 of 9
nkim39
in reply to: Christoph_Schaedl

I chose Raw for its' color space but it still does not work. 😞 But thank you for your reply!

Message 4 of 9
Christoph_Schaedl
in reply to: nkim39

Next try is to flip the green or the red channel. 

 

You could also try to detach the cloth for a test. Just select the faces of the first uvtile and delete the rest. Create a new shader without uvtile. Now we see if the problem is coming from the tiles.

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 5 of 9
nkim39
in reply to: Christoph_Schaedl

Hi, I finally succeeded to fix the problem. I exported higher resolution mesh from Z-brush and the lines disappeared. My character had only 35,000 polygons and I think that is the reason he got those strange lines. I thought that I do not need to export high resolution for texturing because I will bake mash maps with high resolution mesh that has about 2 million polygons. Thank you for your replies!

Message 6 of 9
Christoph_Schaedl
in reply to: nkim39

Are you using the lowres mesh straight from zbrush in substance? If yes thats a bad idea.

Bring it first to maya and do clean hard soft edges based on your uv borders or set it up for mikkt normalmaps.

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 7 of 9
nkim39
in reply to: Christoph_Schaedl

Oh I didn't know that! Thank you for your advise.

Message 8 of 9
patel.dhvani
in reply to: nkim39

Hello, I am facing the same problem. After I exported the model from Zbrush, I brought it to Maya and did the retopo, and then textured the low poly model(the retopo model) in substance painter. I baked the high poly model(original model from ZBrush) on the low poly model in substance painter itself. and then when I checked the textures in Maya I saw those edges showing through the textures. Can you please explain how you solved it? Screenshot (62).pngScreenshot (63).png

Message 9 of 9
Christoph_Schaedl
in reply to: nkim39

Are you sure there are no hard edges in maya? Without the scene i can't help.

----------------------------------------------------------------
https://linktr.ee/cg_oglu

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums