Hello. I am trying to create a character using ZBrush and Substance Painter. I have a character that has multiple UV islands, therefore multiple Polygroups in ZBrush. I was able to paint and texture my character just fine and progressively tested the Normal maps as I detailed the character.
But as of today, ZBrush is all of a sudden generating visible seams in both Substance Painter and Maya? T
Here is what my issue looks like using the Normal Map in Substance Painter:
Without a normal map in Substance Painter, the texture looks fine!
In Substance the model looks fine, with no seams showing!
Here is my UV Layout for the character:
So, here are all my settings used for exporting with ZBrush:
The mesh is exported using Subdivision Level 1, and I have normals set to SubDiv 1 to match.
It appears the normals are even offset when they’re exported, because the muscle details don’t align despite the seams showing. Could it be a UV Map problem? I worked really hard on painting the skin details already, I would hate to make new UV maps.
What could be causing this situation?
Any help or advice would be appreciated. Thank you.