Hey guys,i have problems baking textures in maya 2016 and zbrush 4r7
my first problem is that i want to bake my matcap of zbrush in a texture, i imported my low mesh (only) after the retopo and uvs and make the displacement map in zbrush, then i put the displacement and the difusse in a 3d plane and this was the result
the tris of my low mesh are visible, i dont know if this is for the same issue that i have in my uvs, or i have to create a hi mesh in my low mesh with the project tool?
the second problem is for normals, when i bake my normal there are the lines of my uvs visible, that always happen when i bake with tangent space, i have tried it with maya and xnormal and same result. but when i bake it with object space i have no issue. i saw that everyone in the tutorials that i watched and all of them use tangent space and they dont have problems but honestly i dont know what are the differences.
Here is my normal map with tangent space
And with object space (looks very good in maya)
so, should i keep my normal map in object space? is it ok? or i'm doing something bad?
Thanks a lot
Replies
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=GUID-127A696A-C49D-4696-9415-6638D548E203
Also, it helps to list your software and version number in your threads, so people can provide targeted help. Right at the top of the post is the best place.
But i still have the problem baking my matcap in zbrush.
http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
Thanks a lot