ZBrush generating visible seams using Normal Maps? Seams visible in both Substance Painter and Maya?


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.

  • Justin


I have the same problem. Did you find any solution by now??

Thank you in advance.