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Sarford
02-05-2012, 03:03 PM
Hi there,

Got my normal map from Zbrush but when I put it in LW I get problems around my UV seams.
Is there a way to avoid this?

cheers, Simon

jasonwestmas
02-05-2012, 04:26 PM
Hmm, While it's kinda impossible to hide the seams of a tangent space Nmap completely there is definitely something wrong with the way that the Nmap is being created.

Are you using the adaptive mode in the Normal map panel? Also try Smooth UV when generating your Nmap and use that with Lightwave's linear edges UV interpolation. So I think I'd have to know more about your process to help.

lightmann
02-08-2012, 04:15 AM
try to use one uv island (donīt blame me ,i donīt make the rules for lw ) for those parts with troubles .Also flip rgb channels I dont remember exactly wich of the rgb channels need to be flipped (i think its green), but the default ones in Zbrush don't work i guarantee.

RebelHill
02-08-2012, 05:37 AM
what is this... LW10/11...

There's a bug in LWs handling of normal map shading that gives up seams, faceting, and other issues. All fixed in 11GM.

jasonwestmas
02-08-2012, 07:24 AM
what is this... LW10/11...

There's a bug in LWs handling of normal map shading that gives up seams, faceting, and other issues. All fixed in 11GM.

oh, well that's probably the answer then ^.^.

Sarford
02-08-2012, 09:36 AM
LW 11. I ended up by increasing the displacement a little and using a bump map, not ideal but good enough.

Surrealist.
04-09-2012, 06:11 AM
I am getting seams bringing normal maps from Blender. So this is still an issue then? Using 11.