I have been having this problem with a couple models and I have no idea what is going on.
I made maps in xnormal and the cage in 3d max. Everything I did was fine until I import them to SP and bake the high on. This is what happened
Some weird square lines show up. I think that the low poly is "poping" through the bake but I dont know how to fix this OR even if this is the problem.
Any help and suggestions would be great so that I can move on!!
Thank you
Replies
1. either those lines are seams created by insufficient edge padding during the baking process
2. These "islands" which are showing up are actually pieces of the high poly which aren't welded properly.
More information would be helpful. Could you, for example, post the normal map texture? That would help in determining the cause of the issue.
My suggestion would be to either give ZBrush's UV Master some seams to work with (polypaint seams) to minimize the stretching and prevent them from turning up in the wrong place or create the unwrap inside another 3D app altogether (MODO, Maya, Blender, etc.). See if that improves the bakes.
On another note I have been trying to make new uv's in 3d max but i dont know how to properly cut it. Does anyone have suggestion/videos/articles on how to make good uvs in either 3d max or zbrush? Also any help on retopo would be great! I know how but properly not so much
As for cutting up your uvs, this is something you have to figure out. It's a balancing of the number of seams to the amount of distortion. For your head model you can cut it into as many shells as you need in relation to minimising distortion. Because you are texturing in a 3d painting environment the seams are not going to matter as much as they once did. There was a time when people just cut a seam down the back of the head, around the ears, unwrapped, relaxed, and called it finished. But this is not a good approach if you want to have optimally relaxed uvs.