So I'm baking normals and AO maps for a character I did in ZBrush and some of the parts were sculpted on meshes that are like a thin shell and when I put them in 3dsmax, outside and inside intersect and look really nasty:
What I'd like to know is if there anyway I can tell rays to ignore the inside faces when projecting details, I've looked everywhere and didn't find anything.
Replies
It seems to me it's easier to just avoid shell'd shapes like this altogether or just cleaning up the bake but a feature for projection rays to ignore oppposing faces seems so simple to me I feel it has to be there somewhere.
1) is it just displaying it in the viewport incorrectly, because they're so close and you're zoomed out? Does it get better if you zoom in on a section or does it go away if you render a still shot?
2) Can you break the two pieces off in Zbrush (preferably around UV seams?) then export them as separate objects?