I did a search and found someone with a similar problem but it didn't seem like anything suggested actually resolved the issue.
Basically I import my obj into mudbox, and the mirroring is slightly off to the left. I don't know how to correct it to the center, and using the mirror tangent tool keeps telling me I haven't selected any faces when I clearly have. I tried cutting my model in half, detailing it, then putting it back into max to mirror and weld it, but that too did not work well due to welding too many vertices.
I considered trying to project the normal without the high poly being connected in the middle, but I'm fairly certain that will produce a nasty line running down the center of my low poly.
At this point I'm not really certain what to try and am hoping someone here can tell me. Searching on google is producing nothing, and all the suggestions I found in an earlier topic haven't been working well.
Thanks for any help.
Replies
Make sure the model is 100% symmetrical, down to the vertex locations on the fingers.
Now when I try to bake the high poly onto the low poly with xNormals, I get this.
It's quite obviously nothing like my map. any clues?
Also, try to enable the "smooth normals" option.... a lot of subdivision programs don't care about correct vertex normals winding... that should help.