Hi guys! I'm currently experimenting with my workflow in mudbox. What I'm aiming to do is this, start a sculpt in mudbox without having to create the original mesh in 3ds Max -> define the shape -> sculpt the high poly and paint the texture-> export a lower level mesh and UV map it -> bake the normals with xnormal -> transfer the paint texture in mudbox to get the diffuse.
The first issue I ran into was baking the normals in mudbox with the default uvs. I've tried to find some good tutorials for importing uvs/ baking but I'm still stuck, hence my work around in xnormals.
My other issue is the strange stretching/mismatching of the normals once I transfer the diffuse texture. I've included a picture. Is there any way to address this without having to fix it by hand? I assume its an issue caused by the difference in geometry of my high and low poly models.
Any help is greatly appreciated!