|3 Weeks Ago|
Why do we have different normal map results?
Hello guys, after focus on learn moddeling, I am now trying to advance my knowledges and start on texturing and shading. But i've noticed something weird in the very beginning of this process.
I moddeled this column using Zbrush, aiming to be a game asset. So I would need to decimate the polygons and use normal maps to achieve a good result here. I used Maya to retopologyze and substance painter to bake the normal and AO textures. everything was fine untill I exported the textures to Finish the model in Maya.
Here is the images so you can understand whats happening:
above, is the final result I get from Maya (mental ray)
above is the result I get from Substance Painter (I-ray)
Above is to show you what the Hi-poly model looks like.
So. When I use the substance viewport to view my model and than, render... It looks fantastic. the way it should be. But how come, when I export it to maya, the result changes drastically? since I am using the same low poly mesh and the same normal texture, the result shoudn't be the same?
Please, if anybody here know what I am possibly doing wrong, I would be grateful to know.
|2 Weeks Ago|
if you look carefully, in the MR image we get a strange shadow in the ends of each block module. Plus, it looks like the normal map didn't affect the blocks in the middle. I don't know if you can see this from the images here, but the bump quality is absurdly different if you are looking closely.
|2 Weeks Ago|
Björn Dirk Marl
Maxon Computer GmbH
I’m pretty sure Mash is right, it looks as if you use the map in the wrong space.
- www.bonkers.de -
The views expressed on this post are my personal opinions and do not represent the views of my employer.
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