I do not know how zbrush bakes stuff, but does your low poly have hard edges/multiple smoothing groups? If so there could be a chance that there are gaps in the projection cage. Have you set up a proper projection cage? Check these out and read em. http://www.polycount.com/forum/showthread.php?t=81154…
I'm going to link these to start. http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154 Anyways, check out the polycount showcase for examples of good maps. There was a futuristic helicopter based off of the Hind that had great maps. With enough browsing in the pimping…
Hi Stephanie I love the high poly work (great to see someone else using Sub-d in Maya!) however I agree that your bakes and low poly models are not doing them justice. What I have found useful here on polycount is Earthquake's normal map thread. This really helped me to understand the process -…
If you want to learn normal mapping you should check this thread: http://www.polycount.com/forum/showthread.php?t=81154 It has a bunch of amazing info about the most common problems related to normal mapping. You could also get a subscription at 3dmotive.com (it's quite cheap, and there are a ton of amazing tutorials) and…
Here you go. :) "Understanding averaged normals and ray projection/Who put waviness in my normal map? " http://www.polycount.com/forum/showthread.php?t=81154&highlight=wavy
Something that might help you is to remember that the purpose of your high poly model is to use it for baking purposes. So construct it that way. That means add a little bit more bevel to your edges so that more information gets baked on to your normal map. I would also add more geometry to your low poly to get smoother…
Really? This is a massive waste of time. This is an area that will be occluded in FPV, and too small to notice in third person view, there really is no benefit to spending a bunch of time tweaking minor waviness that will never be noticed in realistic situations. More on waviness and why it happens, what you can do to fix,…
If you haven't yet, check out these threads http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154 First one is probably most relevant to your situation. (getting rid of seams etc.) You were making the right move when you decided to explode the model. I could be wrong…
It's a combo of your geometry and having soft edges on the 90 degree angles. The general idea is to have hard edges/uv splits. Also, you seem to have a lot of extra geometry along the edges, is this intentional? From the stickies in this section: http://www.polycount.com/forum/showthread.php?t=81154
this is projection waviness as discussed in this thread: www.polycount.com/forum/showthread.php?t=81154 there are a lot of ways to correct this but if you are new to baking normals most of them will be a little complicated. The distortion isn't that severe, how is this object viewed in game? From some angles that waviness…