Hello everyone. I am always getting seams in my normal maps. I have read everything I could find on the web and searched all forums that I know of. I have spent several days trying different configurations with Zbrush, XSI Ultimapper, 3DS Render to Texture, XNormal. And anything else I could find.
My Process:
Zbrush my object.
Run Zmapper with Nvidia Tangent Best, -or- !Default Tangent Best.
Export low res with MRG on and GRP off.
Import OBJ to XSI.
Give it tangent property.
Attach XSI Normal Map 2 using texture space and before mentioned Tangent space with Unibased Tangents off.
Always using Tiff float format on all normal maps. Also tried jpeg and psd.
I also tried the default ZBrush normal map option. Tangent-Adaptive-2048 resolution.
I have also tried using AUV and GUV tiles for my UV’s, but I did not see a difference. I am now back to my UVLayout UV’s.
Ultimapper Process:
Import low and high res obj.
Apply Ulitmapper property to low res obj.
Select high res obj as source.
Set settings appropriately.
Run Compute.
I get a large Distance to Surface setting which I have to lower down to 1 or 2, otherwise I get overlapping in my map.
Generate.
I have read everything I could find and I see a lot of people who get Normal Maps to work correctly. But I am unable to be successful. I appreciate any help in this matter. I am using XSI 7 and 7.01.
MY UV
ZMAPPER RENDER
ZBRUSH MAP RENDER
ULTIMAPPER RENDER
.