We need to have separate normal maps for the different pieces of the body on a humanoid to increase detail levels, however we need to find a way around the seams.
Our current process of normal mapping includes the following steps in our workflow:
1. Model a lowpoly version of the object using 3ds max 8:
2. UV map the object in 3ds max 8
3. export the object as an .obj with texture coordinates
4. Import .obj into Zbrush 2
5. Subdivide and create high resolution model
6. In texture pallet create new texture of size 2048*2048
7. return to lowest level of detail and generate normal map using zmapper
8. Flip the texture vertically in order to orient correctly for 3ds max 8 and export
9. Export the new low poly object as .obj
10. Import to 3ds max 8 and apply normal map, render, end of story.
This process seems to work correctly if the object is comprised of only one mesh. If the object is, for example, a humanoid and the arms, torso, head, legs are separate meshes in order for each piece to have its own separate texture and normal map, there remains a visible seam between these meshes when the normal maps are applied.
This process includes:
1. Modeling the object in 3ds max 8 and making two copies of it, one copy a unified mesh, the other copy made up of the separate pieces in order to have separate uv maps. The unified mesh also has the same uv map shapes, except they are all in one map in order to copy/paste the normals to the separate object maps later.
2. The unified mesh is brought into Zbrush 2, refined and a normal map is generated.
3. The normal map is then chopped up into pieces and for each piece of the original low poly mesh, the respective uv maps are distributed. For example if a mesh is created of a cylinder connected to a box, the cylinder can be mapped separate from the box. A copy of the object can be made and the cylinder can be 'detached' from the box and retain its uv map coordinates. If the original object is detailed over the seams that connect the two components (cylinder and box) a normal map can be generated. If this normal map is split into two texture files, one containing the cylinder's map, and the other containing the box's map, the normal maps can now be applied to the separate objects created(cylinder and box).
The problem is that a terrible seam occurs where the two objects come together. Obviously if the two objects were never detached there would be no seam in the normal map.
Is there a better solution to creating separate normal maps for the different body parts without creating hard seams?