Steps to reproduce the problem. * create a plane3d in zbrush * make polymesh3d, teccilate, then sculpt * then go to plug-in/Multi Map Export. * turn everything off except Normal map * go to the options tab under this plugin and go to the Normal map tab * Turn tangent and flip G on then hit "create all maps" What I want to…
It works, but there are problems. The results between the mat and the bake are completely different. Mat gives accurate results Bake creates a deformed outline around the sculpt and is softer than the Mat. Is there any way around this by any chance?
If I had to guess, I'd say it's because zbrush uses whatever level of subdivision for the bake that you tell it to, unlike a standard 3d application which let you specify a different mesh for the high/low versions. This isn't a problem if you plan on using the lowest level of subdivision for the final mesh, but it becomes…