Getting a strange error when I try to batch bake lighting from my normals in Maya. Everything seems to be in order, normals facing same direction, uvs not flipped/overlapping, renderview preview from MR looks fine... but once I bake it to texture one side gets flipped lighting on one side. There arent any negative attributes that im aware of and the geo isnt parented to anything else. Ive frozen all attributes and cleared all of its history. Ive also tried exporting it out as an obj and importing it clean, but still no luck. I just cant figure out whats going on!?!? Anyone ever encountered something similar?
![MRbatchbakeerror.jpg](http://enodmi.com/posting/MRbatchbakeerror.jpg)
Replies
Oh, and double sided polys is off
if you want to research this further id assign your normal map material to a cube or better yet a plane bake that and see if it comes out messed up if not than we know there is something wrong with your low poly model
if you have a tight deadline on your shoulders id say just invert the green chanel of your normal map in photoshop bake it a second time and than stitch those 2 renders left and right together in photoshop
my money is also on some form of corruption in the model that happens when you mirrored it. although nothing like that ever happend to me ... how did you mirror it btw ?
http://dl.dropbox.com/u/29382022/face%20lp.rar
-there is nothing wrong with you model if i map the normal map onto a simple LOD verison of your face that i made out of a cube it fucks up as well without having mirrored anything.
-the orientation of the model has an effect on where the artifact appears if you rotate the model towards -X you wont get a seam in the face but probably on her back ( wasnt included in your model)
-its a mental ray bug
In this particular case I combined my mesh with a Uv'ed primative cube. Exported them out and just imported them back into maya.
magic! it worked. Which is strange because I feel like I already tried this method. But the solution seems to make sense with new vert IDs
Give it a go.