Normal mapping nightmare

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  02 February 2013
Normal mapping nightmare

Hey guys, I'm new here and having a really massive issue with normal mapping!

I started off using mudbox and found their normal maps were giving me distortion. Then tried zbrush which as first seemed miles better... but after adding more detail it started acting up.

My goal is to render maps from hi res to low res and use inside unity game engine. (FYI, for anyone deciding between mudbox and zbrush for unity, then zbrush is a FAR faster work flow due to issues with normals and having to reimport into maya... It become tedious fast.)

I have tested about 15 different variations of settings for making these maps.

Below are some of the typical artefacts found when attaching Normal, Dis and AO maps to the model inside unity, the first is the hi res model in zbrush:

Now I'm sure (no... fairly certain), that designers don't use these distorted normal maps and that somehow this must be due to my own retardation. However, I really don't know what setting is causing this... I have tried smoothing on/off, playing with map border, AUV ratio, and some other this.

All UVs are also packed inside zbrush, so my cumbersome touch can't affect them.

This issue has been going on for weeks now, and any help at all would be much appreciated!
  02 February 2013
the artifacts look like phong breaks

without having the maps,and obj , thats my best looks like the underlying geometry! How did ya topo?dj
Computer Graphics, where the learning curve is 360 degees in X,Y,Z axis!
  02 February 2013
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