Issue with normal map extraction and seams in Mudbox 2017
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I have seen a lot of posts regarding this problem or similar, but still haven't been able to find a solution.
The problem regards the way Mudbox is creating normal maps from high poly sculpts. I start by bringing in a low poly mesh from Maya which is then subdivided and sculpted, but when it comes to extracting the map the final result leaves seams and shading anomalies when applied to the low poly mesh in Maya.
Here is a test sculpt I have created to illustrate the problem.
I extract the normal Map for the mesh out using these settings, though when I apply the map onto the low poly it gives me visible UV seams in the shading. I Thought it was to do with the UV's but after checking through the UVs it seems to do with the way Mudbox has extracted the map itself.
Normal Map applied as colour
When the Normal Map is applied as a colour, the RGB values do not match up along these seams. It appears Mudbox has generated the Normal map as if it was a plane and so it causes visual errors when it is wrapped around a 3D mesh.
Does anyone know why this is occurring and how to fix it? It doesn't seem right that this is the way Mudbox exports Normal Maps but I cant find any solution that corrects it.
Thanks for the help