So today I've finally gotten around to bake some maps for an armor piece. But every time I bake the dang maps I get this mess of artifacts:
The process was sculpt in Zbrush, Decimate it, retopo it, and then bake it in Xnormal (version 3.19).
I've tried several tweaks and such but there have been no improvements. Any suggestions?
Replies
http://www.polycount.com/forum/showthread.php?t=147227
http://www.polycount.com/forum/showthread.php?t=107196
http://www.polycount.com/forum/showthread.php?t=81154
Second, when triangle errors that small appear it usually means your high poly was somehow corrupted in the export process.
Are you retopo-ing in zbrush or another program?
Okay didn't notice the normals flipped.
I exported the High poly as a decimated obj directly from zbrush. Let me try that again and see if it works.
I retopology in Topogun.
I use harden normals in stead of exported/average on my high poly and use average normals on my low poly. Seems to fix the majority of the problems.