Hi Guys,
I sculpted a Head in Zbrush and then retopologized it in Maya.
I baked my normal map but I have some weird artifacts and I do not know what could be causing this.
I unlocked my normals and them smooth the normals but this also did not help me.
My mesh is for example not fully closed, can this cause the issue ? Also I m using my 13million poly Mesh as the high poly which I have from Zbrush, should I first reduce it ? I baked it in Mighty Bake but also try it in Zbrush and have the same issue.
Replies
Maybe overlaps from hidden meshes? Have you reopened your highpoly source from your file again and checked that there isn't anything else you might NOT want baked?
The number of polygons in your highpoly mesh is not a problem, either way. You yurely could reduce it but that doesn't cause artifacts. An open mesh in general isn't a problem, either. The problem has to be somewhere else.
Can you please provide more info and/or screenshots?