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Normal map baking in mudbox - help required

christopheduron
polycounter lvl 2
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christopheduron polycounter lvl 2
Hello polycount,

I've been trying to teach myself a thing or two about sculpting in mudbox and Zbrush and as a result i've created this supermutant if you will. However i seem to have run into a bit of trouble when trying to bake a normalmap of this character. Let me explain by using some images:
-Highpoly with normal map disabled (obviously)
[IMG]http://i63.tinypic.com/2056r61.jpg[/IMG]
-Lowpoly with normal map enabled
[IMG]http://i65.tinypic.com/29yg47.jpg[/IMG]
-UVs (i just went with the default uvw unwrap gotten from the basic head model in mudbox. I didn't see anything wrong with it)
[IMG]http://i66.tinypic.com/nl8pif.jpg[/IMG]

Now, the issues begin below. As you can see the normal map is looking quite odd especially around the ears of the character. 
[IMG]http://i64.tinypic.com/w9yww1.jpg[/IMG]
[IMG]http://i68.tinypic.com/2j7d54.jpg[/IMG]

I suppose i could call my normal map bake fairly successfull seeing as it's the first i've ever done coming from a sculpt, but i'd like to see if there are some tips and tricks that i could implement to improve it. Perhaps there are some really good guides out there about this aswel, but for now all i've found are very basic ones.

Thanks for reading!

Replies

  • oglu
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    oglu polycount lvl 666
    you lowpoly is to low in that area... and your search distance to high...
    i would clean that up by hand in PS...

    and i would not bake in mudbox... try xnormal or mightybake...
  • christopheduron
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    christopheduron polycounter lvl 2
    Alright so adding more topology in places that require more detail makes a lot of sense. I did try baking a normal back when i was working on a rock sculpt, but the xnormal bakes always came out with a lot of edges whereas the one i made in 3dsmax was by far the most smooth. Probably just a mistake i made somewhere, i'll look up some more guides about baking.
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