Maya has their own tangent bias that isn't synced with other normal map baking software. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Here's a decent video demonstrating how you can get decent normal maps within Maya while still using xNormal, requires another program though.…
you might want to look into turning off the auto exposure in the camera also. You can do this by setting the min and max to 1, then adjust the bias to crank the exposure up or down. Might help for more consistent results. You might have to set this in your global post processing also, not sure. Lookin good btw!
Can you show an image of the problem? It sounds like you're seeing bleeding around the UV edges maybe? Add some padding. You can also bias the mipping distance, so it holds onto the highest mip longer. Disabling mipping is going to hurt your rendering performance, so not really a good idea.
Just thought I would share in case this drives others nuts - 99% of the time you'll want it to align the face your stitching to your new face and have 0 bias (ie not try and scale faces). In this case, you can just skip the dialog and use the script below (hotkey it and you'll be a stitching fool):
I did the same as you, except I didnt normalize or use a constant bias scale. And I did a longways lerp... for some reason... I don't suppose there's a way to turn off the shadows in the material editor, because they get in the way a lot. Other than zooming out, zooming out makes it fade out.
After jogshy suggestion of playing with the search distance in the Curvatures Map options, I got much more expected results (attached) Used a Curvatures search distance around the same figure as the one I would use for Ray Distance, if I weren't using a cage to bake. It seems that "Bias" should be as default to get good…
hahah against my better judgement I checked the 1st one out from the library at work again.....going to attempt to put all bias for horrible japanese style UI and lighting/graphics aside and try to get into this gameplay you guys are all raving about. going to force myself to put atleast 2 hours into it this time. fingers…
The fake giveaway for me is the flak jacket, the way the edges are obviously trimmed with 'bias tape', that fabric trim stuff. You can tell it's sixth-scale because a normal-sized jacket would lay a lot heavier against the figure. After I see that, I start noticing the edges of the fatigue tunic poking up, and I think…
TINTIN THE GAME. I know it sounds like it might be a bit lame, but its actually really well made and alot of fun. I loved the animated movies when I was was a kid, so I'm maybe a bit bias. If you get Plants vs Zombies (which is amazing!) I'd suggest getting it for XBLA or PC to fully appreciate it.
I study surface anatomy on my own everyday particularly facial anatomy. But if I have to do a character under tight circumstances (deadline, client's budget, etc.) as a job, I don't have a bias towards tools and techniques that'll make me more efficient and on-model than just relying on my raw knowledge of anatomy.