Hi there. I would like some advice on retopology, UV mapping and baking normal maps. I'm trying to bake from the high poly columns that were made in zbrush. I then retopologize in topogun. The resulting mesh is exported into blender where I UV map it and then re-import back into topogun for baking, or I occasionally use xnormal. I get awful marks on the normal map especially where the columns meet or where there's a gap at the top. Also I get seams all along the edges of the UV islands. How can I avoid this?
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