Hey,
I am a student currently working on character modelling in Maya and am at the stage now where I have normal mapped my character and am beginning to texture everything. However I have noticed an issue with the normal map I did for the hair. I have included an image of what it looks like and am hoping someone can help to explain to me what went wrong.
The normal map was done in Mudbox.
Replies
If so make sure that the high poly isn't two sided, if you made it in mudbox you might have a second side thats overlapping itself and causing baking errors.
Check that all the normals are facing the right way and that the high poly is lined up properly with the low.
ETA: What @Ryandec said is probably more accurate, I do not work with either programs you're using mwhahah
And yes, Mudbox was problematic, my model has an underskirt and a tunic than overlaps in and found that Muxbox baked the information from the tunic onto the underskirt....
Yes I was doing high to low poly, and I made it in Maya so I'm not sure? And thanks for the advice.
The left one is world space, think of every vertex having right, front and up the same way as every other vertex.
In tangent space (correct me if I'm wrong), each vertex has their own 'space' instead, which is determined by the (tangent space) normal map. You can do some more reading here:
http://wiki.polycount.com/wiki/Normal_Map_Technical_Details