256x256 normal map works better then 2k?


#1

Hello everyone, I will post images tomorrow but in the mean time I am hoping someone can shed some light on this. I am using Maya2012 with Zbrush & Xnormal for map generation.

So I sculpted a human body and generated a normal map for the low res. I must have made a mistake in the settings but I made a 256x256 normal map in .tga. The results were pretty good, detail and muscle definition all worked out. Hardly any visible seams between the UV shells.

Interesting enough, when making a 2k version thinking that it should be even better. I get the worst results i’ve ever seen and the seams between the UV shells are very obvious.

Is there a logical reason behind this or did I click something wrong here?

I’ve tried selecting all edges around the shells and making those hard edges. Everything else is a soft edge. Any ideas? Thanks.


#2

Images would help understand.


#3

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