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created 3ds Max and Mudbox (Normal Map Seams Problem)
on 07-27-2012 04:59 AM
Hi guys,
I did my details in mudbox. I exported both the normal map and also the mesh from mudbox. When I put them together in 3ds Max, this is the result:
The problem is the seams are too obvious. I never had this problem in zbrush. Also, my uvs are NOT mirrored. Have any of you guys came across these issues in mudbox?
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, null,
4 Posts,
Join Date Jul 2012,
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A common problem lately seems to been the Gamma/LUT settings. Disable it under Customize > Preferences > Gamma/LUT
I personally use xNormals or Max to bake maps.
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, triangle,
397 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Yeah I've always gotten that using normals from Mudbox. Try it with xnormal and see what happens.
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, spline,
128 Posts,
Join Date Dec 2011,
Location Toronto, Ontario, Canada
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This reminds me of all the problems I had with normal map seams. Try what Hang said and disable gamma/lut. It worked for me... most of the time.
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, vertex,
28 Posts,
Join Date Apr 2011,
Location Denver, Colorado, USA, Earth, Sol system, Milkyway.
, card carrying polycounter,
2,394 Posts,
Join Date Jan 2005,
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Where is the xnormal in mudbox?
Last edited by MissOptimist; 07-27-2012 at 02:41 PM..
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, null,
4 Posts,
Join Date Jul 2012,
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xNormals is a third party baking app that is hugely popular. Just google xNormals and it'll be the top response. There are also plenty of video tutorials if the documentation isn't enough.
Alternatively, HERE it is
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, triangle,
397 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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I would really like to solve this mudbox problem though. Im sure there is a way. wasnt kingkong detailed with mudbox?
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, null,
4 Posts,
Join Date Jul 2012,
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Yes, but they didn't bake out the Normal Maps, only Displacements, which are much easier to manage in a non RT environment.
Also, invert Green or Red Channel maybe?
And also, Mudbox's Normal Maps synch perfectly with Maya's last I checked from Autodesk (I could be wrong about this though).
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,501 Posts,
Join Date Apr 2011,
Location Canada
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that's interesting. When I exported the displacement instead of the normal map from mudbox, that displacement actually looked way better on my model than the normal map.  Also, disabling the GAMMA/LUT correction got rid of the seams. Thanks guys, you all are a big help
Where did you get this info that in King Kong, they had actually just baked out the displacement? I find that real cool 
Last edited by MissOptimist; 07-27-2012 at 08:24 PM..
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, null,
4 Posts,
Join Date Jul 2012,
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Well, in high end movie productions, they tend to use Displacement maps, since you want all the nice cracks and details as something that actually exists in 3D environment (essentially, polies) which cast shadows and have volume vs. Normal Maps, which only have the 'faked information' of details in a compressed form, meaning they don't have the volumetric effect or shadow casting ability.
Normal Maps are usually only used for detail mapping in movies, or if you're rendering something off in the distance and want to save up on render time.
It's all situational mind you, but for Normal Maps, especially on naked characters, be prepared to deal with alot of seam issues if you're baking from one software to another, since the Math usually is different.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,501 Posts,
Join Date Apr 2011,
Location Canada
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