Does anyone know why my uv from modo goz to zbrush and bake down come out as this? Seems like it's break on each face, any setting that I had to check from modo before bring it back to zbrush?
Ok guys finally I sorted it out and yes like what Bartalon said SNormal is needed in order to properly bake the normal map. But got 1 more thing that you HAVE to make sure you didn't do in modo is that use the mesh clean up, cus somehow it will messed up your vertex order/ poly order or whatever when you bring back the…
I'm sorry man but I've tried the 2 option on multi map exporter on zbrush but still producing the same problem. Interesting enough that at first I thought it's a vertex normal problem but then when I bake polypaint I got this; And it seems that the direction of each face on the uv is actually rotated (see the forehead hair…