C4D - Seams in normal maps from Zbrush


Hi everyone,

I’m having some trouble on a model I made. I’ve created a normal map in Zbrush, but in C4D I’m getting noticeable seams where my UV map is split up. Messing with the “Break/Unbreak” Phong Shading helps a bit but once I subdivide my mesh, the seams are really strong.

I’m a noob at the whole character workflow. Can anyone help?

SEAMS_TEST.obj (166.0 KB)


You probably have to invert the normal in C4d. Try “flip y” or “Swap y&z” in the material’s normal settings. Can’t remember it anymore…
One of them should do the trick.