I'm new to normal map baking and I've been experimenting trying to extract normal maps in Mudbox. Below is an example of my result, the left model is the result of the extract (target) and the source mesh on the right:
As you can see, there's some stretching towards the bottom of the emblem on the target mesh
here is what my extraction setup looks like:
here is a snapshot of mu UVs from Maya
Any tips would be greatly appreciated. Thanks in advance.
Replies
If you do not have hard edges on your low poly mesh;
The ray casting of that area is probably not in the general direction of the rest of that emblem. Try rotating the triangle in that problem area, so you do not have a thin long triangle.