I'm having a slight problem with my xnormal in that if i bake normals in world space it comes out fine but if i bake i bake in tangent space it highlights all the edges, I'm really very new to this so help would be ...well ... helpful. it's probably something really simple but hey.
UVs are horrible but it was just to test out mudbox.
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Pls, do a simple test: set the normals to "Average vertex normals" instead of using the "Use exported normals" in the corresponding highpoly mesh's slot.
If renders well then it's a problem with your normals.