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Participant
Nov 5, 2021 4:18 AM UTC
Question

Normal Map have hard seems- Is there any way to fix it?

I am not sure if it's a problem with exporting from Zbrush, importing into Substance Painter, but when I bake the object, either in Zbrush or Substance, there are visible seems on parts of the model. How can I get rid of those seems?

 

 

Normal Map-

https://ibb.co/g9Tzssp

Model In Substance-

https://ibb.co/RbXTZ33

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5 replies

Inspiring
Nov 5, 2021 6:01 AM UTC

I'll suggest to use multi map exporter in zbrush, setting normal map to tangent, smoothuv, sNormals and FlipG i think zbrush by default use opengl type of reading G channel, so it's inverted by default if you are planning to work on a directx based substance project, simmilar errors happened to me in maya, so i had to flip g &/or r channel to make the seams smooth in viewport, by the way those hard seams starts to dissapear when applying all the textures you need.

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YOGEV5E1EAuthor
Participant
Nov 5, 2021 6:58 AM UTC

I have tried baking in Zbrush as well, flipping the G channel, with and without smooth uv or smooth normals. It didn't work. Out of habbit, I only work with OpenGL inside Substance.

 

Zbrush export settings-

https://ibb.co/cbwCrFh

 

And for good measure, the displacement map that I also baked in Zbrush (It shows the seems in Blender, but not as much as the normal map)-

https://ibb.co/JF9Wwds

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Inspiring
Nov 5, 2021 1:40 PM UTC

in substance if you baked the heigh/displacement channel turn it off to check if seams are still visible, then if they are not, send a screenshot of zbrush displacement settings you are exporting, i can't remember right now the correct values depending on the file type.

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