Hi guys, please take a look at these images and tell me where I went wrong. I had no problems until it came to creating and exporting the albedo from 3D Coat.
Workflow: LP & UV (Maya), HP (Zbrush), Bake (xNormal), Texture (3D Coat).
Below are the LP and HPs, a combo of LP UV, normal and AO, and then the Albedo from 3D Coat.
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Those on the bottom have most of the UDIM empty - it looks like dafault UVs.
I don't think it is software mistake - those UVs are totally different
On that Low poly version you baked maps from HP using xNormal, correct?
HP don't need UVs - it is used only for baking (well, most of the time).
If so, then in 3d coat you need to open low poly (for paint UV mapped mesh per-pixel, the same low poly you used for map baking) and in textures menu: import baked maps (usially it is AO, curvature and normal map, at least for me, depending on the workflow you have/need those might be different). They all will be imported on seperate layers, then you have to paint texture again.
In my opinion you made a mistake - you used different LP version for baking maps and different for painting the texture. This is only my specilation, cause you have 2 totally different UVs.
Generaly simplest workflow is:
HP mesh -> Retopology (LP) -> UV -> baking maps -> paint texture
You can do the opposite - take LP mesh duplicate it, subdivide and add manually small scratches and dents and all that - everything that won't change silhouette too much so you don't have to modify Low Poly.
Your workflow was good - you just mixed models