Hey guys!
I recently made the switch from Blender to Maya LT so I've been in a constant purgatory of technical issues for the past few days. I'm pretty experienced with Substance Painter so I didn't expect to run into issues there but here we are. When I try to bake a normal map from my high poly mesh created in ZBrush, I get this goofy looking scaling of the UV on top of my low poly mesh. This is also my first time using a cage because the normal map was giving me a black image every time I tried to bake without one. Here are things that I have tried/made sure to do:
1. Transformations for the cage and low poly mesh are "frozen" in Maya.
2. High poly mesh was adjusted to a scale of 1 with zeroed out transformations.
3. Adjusting sizes of the texture set and baking output maps in Painter.
4. Using a fbx and obj created in Zbrush.
5. Checking and adjusting basically everything in the Normal bake parameters in Painter even if I know it has nothing to do with that.
I would love to port the high poly mesh over to Maya and then export the fbx that way to ensure that the mesh is, in fact, centered on top of the low poly and so that I could freeze its transformations but Maya has that annoying 100k poly export limit.
As you can see, my high poly normals are showing up and look great, minus the fact that they're a quarter of the size they should be. Any ideas what's going on here? Thanks in advance!
BMT
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