Hi!
So I’ve been working on some assets for UE4.
I’ve made lots of head sculpts before, and I could export the normals from zbrush for the low poly model in maya without a problem but today I made a really low poly pyramid like stone, used the automated uv creation in maya, looked fine, and made a try in zbrush- subdividing without smoothing, sculpting a bit , then made the normal map on subdivision level 1- flip vertical and export. Well something looks very wrong in maya.The normals are black on the edges on the render…I tried flipping red-green- just green- etc. Then I exported the high poly obj and made the normals with Xnormal, looks a little bit better but still, really bad artefacts on the edges.
What could be the problem? :banghead:
](http://postimg.org/image/taoa2fzjh/)
Silly me, forgot the render. so looks like it’s inverted but I tried the flip the greed-red channels, render it z plus , y plus, y minus, z minus x plus etc. Nothing works. I had no such problem with my organic models. But it seems the edges of a single box is just too much…
http://s11.postimg.org/jxd2rdb43/Stone_Pyramid_render.jpg
