I am using mudbox to add detail to a model i have built in max. I set up UVs on it for 2 maps ( one for the head one for the body)
sculpting in MB is great until i try to output a normal map when instead of spitting out 2 maps it puts all the data into one map.
Is there a way of telling it to respect the face ids I assigned in Max or do i have to split the geometry in max, export as 2 .obj files and import them into mudbox? Am a little confused here.
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Then when it comes time to make normals you bake each piece. I choose to do my baking in Max since its faster and I trust its results, I'm not a big fan of "one button bakes". This work flow also helps because I rarely need all the pieces on the screen at the same time when sculpting details.