Hey everyone,
I'm having an issue with the normal maps in blender displaying properly. I went through the process of modeling a character in Z-brush and baked the quality down to a normal map, and applied it to a re-topped model. I applied it first in Mudbox to edit it a bit, and it looked great.
But as soon as I applied it inside blender, it looked... bad. I messed with all the settings I could find (ex: Origonal / Best quality, object space, ect.), but I still get this weird pixilated look:
Look at blender’s normal maps on the armor, it almost looks map topography! Also look at the hex’s in Mudbox, compared to Blender. They just simply look better in mudbox, as well as the wrinkles And I know this is in the previewer, but it looks exactly the same in the final render.
Here is the normal map I used:
And on a hunch, I re-baked the normal map out of blender, with no changes, and I got this!
Look at the armor on the top right, it has those squiggly lines instead of a proper normal map. For some reason Blender takes the proper normal map and changes it into… this.
What the heck is going on here?