hi guys if you can see on the images the texture have lines, which is formed by the edges of the uvw, I’m using 3ds max and zbrush and texture I made with the highest model of zbrush, and whit 3ds max render to texture i make that.
any idea ? thanks
hi guys if you can see on the images the texture have lines, which is formed by the edges of the uvw, I’m using 3ds max and zbrush and texture I made with the highest model of zbrush, and whit 3ds max render to texture i make that.
any idea ? thanks
Have you checked if vertex normals are good?
Look if in Ultit shader you still see merging textures if no - you have bad normals. You can fix this by 3dsMax or by changing model import settings in Unity(“Generate normals”)
Different 3d programs usually have a different implementation of how they calculate the tangents of the mesh. That is because while there is only one way to define a normal of a vertex, there are endless ways of how to define a tangent of a vertex (every vector that is orthogonal to a normal, is a tangent).
Your tangent space space normal map doesn’t match the tangent space that Unity expects. That shows pretty badly where you have UV seams.
What you should do in this case, create a ‘‘object space normal map’’ instead of a tangent space one.
Then use a tool like handplane and convert it to Unitys tangent space.
handplane will load your object space normal map and your low poly game model. It will then convert it to a tangent space map, that matches Unitys tangent space pretty closely.
Additionally it is a good idea to place the seams in places where you can’t see them so easily. For example, if you’d have placed the seam on the arm just under the arm pit, it wouldn’t be so noticable. That in combination with the handplane workflow, and your normals shoud look decent
If you used zbrush to make your normal map, open the normal map tab in the toolbar and flip the g and re-export the map. Rest of the tabs can remain the same.