This might be a general baking problem but I'm specifically using Substance Designer to bake and I'm getting these empty areas on my normal map. Any idea why? I'm using a cage and the high poly was originally sculpted in Zbrush.
Here's the original high poly:
And the low poly with the normal map and diffuse:
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edit: posted at the same time as Jerc. Yes, that option is checked.
currently trying to use ZRemesher set to double to see if that'll retain details while remeshing. i've never used this option before so we'll see.
Edit: yeah that just blurs a lot of detail...
Here's the low, high, and cage, along with the textures. I omitted the 2 previous cages (each time I did it I tried pushing the cage out further but also tried to make sure the verts of the cage weren't overlapping since the model curls at the top-right). I also tried using .fbx for the low-poly and i didn't bother to include that because it didn't make a difference (not that it would but maybe there was some file-voodoo).
Anyways, here they are: https://www.dropbox.com/sh/wtt7h3rxaa6zcw7/AADhBLgve7eucluQ5ypEidnJa?dl=0
https://www.dropbox.com/s/ioz3uf7f53ou6x3/Screenshot%202014-12-30%2011.11.11.png?dl=0
But still the same problem. I noticed the texture's appearing on the inside of the model:
https://www.dropbox.com/s/x6raif94l57fa0s/Screenshot%202014-12-30%2011.07.20.png?dl=0
But the inside is also past the high-poly and it's not like it's going out the front or anything.
I'm not sure what to do.
What does it look like when you turn face normal display on in Maya?
I turned on face normal display but it's kinda hard to make sense of it. I turned off visibility for everything but the cage, but it's still a lot of green lines. I hope these photos help in some way.
One thing I noticed near one of the areas of blackness is a green line seemingly perpendicular to the others:
I'm referring to the horizontal-looking green line. I can't tell where it's coming from though. If I try to rotate the object around it looks like it's laying flat on the surface.
The dropbox link for the models themselves still work if you'd like to rotate the model yourself to get a better idea of what's going on.