So, I have my HP rock mesh sculpts going, and I retopologized them. I laid out my UV's on the retopo'd meshes and want to bake my HP to my new LP retopologized meshes...however, when I throw my HP and LP into xNormal and generate, I get something I can't understand...I get a map that has a a bunch of "ripples" in it. I don't know exactly what it is in my workflow that is wrong, I've used xNormal before and have gotten great results.
Here's pics of what is going on...
Wacked normal map...
![issue1.jpg](http://img46.imageshack.us/img46/6427/issue1.jpg)
HP...
![issue2.jpg](http://img524.imageshack.us/img524/6811/issue2.jpg)
New, Retopo'd LP with UV Map...
![issue4.jpg](http://img836.imageshack.us/img836/6479/issue4.jpg)
Any ideas guys? This makes no sense to me...
Replies
I solved the problem myself, thankfully.
It was during the auto retopologization process in 3D Coat that was goofing it up. I increased the voxel density of the object before retopologizing, and for some reason, that made it go weird once the retopologization was done and exported.