I can't seem to get a seamless normal map happening.
• I sculpted a model
• Had Mudbox re-topologize the model
• Had Mudbox generate UV coordinates at level 2
• Tried to extract a normal map from subdiv level 5 to level 2
Below are screengrabs of my results. This is using Tangent Space. Switching to World Space or Object Space generates even worse results.
I haven't tried it with Ptex yet, since it's very possible this model could end up in a game engine that won't support that.
Is there any way to make this work properly?
Thanks.
Solved! Go to Solution.
Solved by GeoffKornfeld. Go to Solution.
this might help. Windows> preferences> Paint> Create UVs bias > set to based on Mesh face Size> recreate the uvs> bake again.
I would still suggest to do uvs outside of mudbox for better results.
Are you sure you baked maya or max normalmaps and use the right preset in the mudbox shader?
Not sure what I did right, but I spent a lot of time this morning slaving over guide curves, and getting the retopo as good as I could, and now the normal map looks as it should. So maybe the retopo was causing the UVs to generate wrong?
Well, it's weird. If I generate the normal map for Maya/SoftImage it looks good in Mudbox, but bad in Substance Painter. But the opposite is true if I export for Max. Before it looked bad no matter what, but I seemed to have fixed things now.
I'm curious though, what's the difference between a Max normal map and a Maya normal map? Is it gamma?
I've found the solution to this problem - at least in my case.
Make sure you're using the exact same low poly mesh in Mudbox as the one you're using in Maya.
For instance - I spent ages trying to get rid of the seams - it turned out I was generating them using level 0 and level 8, but the model I exported to Maya as my low poly model was level 3. So the normals were not the same!!
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